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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */
46object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
47 43
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 46};
57int freedir[SIZEOFFREE] = { 53int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 54 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 56};
61 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
134
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 136static int
64compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
65{ 138{
66 key_value *wants_field; 139 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
71 */ 144 */
72 145
73 /* For each field in wants, */ 146 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 148 {
76 key_value *has_field; 149 key_value *has_field;
77 150
78 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
113 * 186 *
114 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
117 * 190 *
118 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
119 * 192 *
120 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
121 * check weight 194 * check weight
122 */ 195 */
123
124bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
125{ 197{
126 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
128 return 0; 204 return 0;
129 205
130 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 209 * used to store nrof).
136 */ 210 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 222
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 225
152 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 251 return 0;
184 252
185 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 254 * check all objects in the inventory.
187 */ 255 */
190 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 260 return 0;
193 261
194 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 264 return 0;
197 265
198 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 267 * if it is valid.
200 */ 268 */
209 277
210 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
212 * check? 280 * check?
213 */ 281 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 283 return 0;
216 284
217 switch (ob1->type) 285 switch (ob1->type)
218 { 286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
221 return 0; 289 return 0;
222 break; 290 break;
223 } 291 }
224 292
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 294 {
227 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
249/* 317/*
250 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
253 */ 321 */
254signed long 322long
255sum_weight (object *op) 323sum_weight (object *op)
256{ 324{
257 signed long sum; 325 long sum;
258 object *inv; 326 object *inv;
259 327
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 329 {
262 if (inv->inv) 330 if (inv->inv)
263 sum_weight (inv); 331 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 333 }
334
266 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
268 if (op->carrying != sum) 338 if (op->carrying != sum)
269 op->carrying = sum; 339 op->carrying = sum;
340
270 return sum; 341 return sum;
271} 342}
272 343
273/** 344/**
274 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
281 op = op->env; 352 op = op->env;
282 return op; 353 return op;
283} 354}
284 355
285/* 356/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 358 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
304 */ 360 */
305 361
306void 362char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 363dump_object (object *op)
362{ 364{
363 if (op == NULL) 365 if (!op)
364 { 366 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 367
372void 368 object_freezer freezer;
373dump_all_objects (void) 369 save_object (freezer, op, 1);
374{ 370 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 371}
383 372
384/* 373/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
406 */ 395 */
407 396
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for (object *op = object::first; op; op = op->next)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break; 402 return op;
403
416 return op; 404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
423 */ 411 */
424 412
425object * 413object *
426find_object_name (const char *str) 414find_object_name (const char *str)
427{ 415{
428 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
429 object *op; 417 object *op;
430 418
431 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
432 if (&op->name == name) 420 if (op->name == str_)
433 break; 421 break;
434 422
435 return op; 423 return op;
436} 424}
437 425
440{ 428{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 430}
443 431
444/* 432/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 434 * skill and experience objects.
485 */ 435 */
486void 436void
487set_owner (object *op, object *owner) 437object::set_owner (object *owner)
488{ 438{
489 if (owner == NULL || op == NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
500 owner = owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 452 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 453}
542 454
543/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 456 * refcounts and freeing the links.
545 */ 457 */
555 } 467 }
556 468
557 op->key_values = 0; 469 op->key_values = 0;
558} 470}
559 471
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 472/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 478 * will point at garbage.
632 */ 479 */
633
634void 480void
635copy_object (object *op2, object *op) 481object::copy_to (object *dst)
636{ 482{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 485
640 op2->clone (op); 486 *(object_copy *)dst = *this;
641 487
642 if (is_freed) 488 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
644 if (is_removed) 491 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
646 493
647 if (op2->speed < 0) 494 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 496
650 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
651 if (op2->key_values) 498 if (key_values)
652 { 499 {
653 key_value *tail = 0; 500 key_value *tail = 0;
654 key_value *i; 501 key_value *i;
655 502
656 op->key_values = 0; 503 dst->key_values = 0;
657 504
658 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
659 { 506 {
660 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
661 508
662 new_link->next = 0; 509 new_link->next = 0;
663 new_link->key = i->key; 510 new_link->key = i->key;
664 new_link->value = i->value; 511 new_link->value = i->value;
665 512
666 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
667 if (!op->key_values) 514 if (!dst->key_values)
668 { 515 {
669 op->key_values = new_link; 516 dst->key_values = new_link;
670 tail = new_link; 517 tail = new_link;
671 } 518 }
672 else 519 else
673 { 520 {
674 tail->next = new_link; 521 tail->next = new_link;
675 tail = new_link; 522 tail = new_link;
676 } 523 }
677 } 524 }
678 } 525 }
679 526
680 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
681} 536}
682 537
683/* 538/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
687 */ 542 */
688
689void 543void
690update_turn_face (object *op) 544update_turn_face (object *op)
691{ 545{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 547 return;
548
694 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
696} 551}
697 552
698/* 553/*
699 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
702 */ 557 */
703
704void 558void
705update_ob_speed (object *op) 559object::set_speed (float speed)
706{ 560{
707 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 562 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 564 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 565 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 566
732 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
733 * of the list. */ 568
734 op->active_next = active_objects; 569 if (has_active_speed ())
735 if (op->active_next != NULL) 570 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 571 else
740 { 572 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 573}
761 574
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 575/*
794 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 579 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
801 * 583 *
802 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 585 * current action are:
808 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
813 */ 591 */
814
815void 592void
816update_object (object *op, int action) 593update_object (object *op, int action)
817{ 594{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
820 596
821 if (op == NULL) 597 if (op == NULL)
822 { 598 {
823 /* this should never happen */ 599 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 601 return;
826 } 602 }
827 603
828 if (op->env != NULL) 604 if (op->env)
829 { 605 {
830 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
831 * to do in this case. 607 * to do in this case.
832 */ 608 */
833 return; 609 return;
838 */ 614 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 616 return;
841 617
842 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 620 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 622#ifdef MANY_CORES
847 abort (); 623 abort ();
848#endif 624#endif
849 return; 625 return;
850 } 626 }
851 627
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
859 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
860 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 645 * to have move_allow right now.
884 */ 646 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 649 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 650 }
891 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 653 * that is being removed.
894 */ 654 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 656 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
902 }
903 else 659 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 661
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 662 if (op->more)
915 update_object (op->more, action); 663 update_object (op->more, action);
916} 664}
917 665
918static unordered_vector<object *> mortals; 666object *object::first;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932 667
933object::object () 668object::object ()
934{ 669{
935 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
936 671
937 expmul = 1.0; 672 expmul = 1.0;
938 face = blank_face; 673 face = blank_face;
939 attacked_by_count = -1;
940} 674}
941 675
942object::~object () 676object::~object ()
943{ 677{
944 free_key_values (this); 678 free_key_values (this);
945} 679}
946 680
947void object::link () 681void object::link ()
948{ 682{
949 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
950 685
951 prev = 0; 686 prev = 0;
952 next = objects; 687 next = object::first;
953 688
954 if (objects) 689 if (object::first)
955 objects->prev = this; 690 object::first->prev = this;
956 691
957 objects = this; 692 object::first = this;
958} 693}
959 694
960void object::unlink () 695void object::unlink ()
961{ 696{
962 count = 0; 697 if (this == object::first)
698 object::first = next;
963 699
964 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
968 prev = 0; 704 prev = 0;
969 }
970
971 if (next)
972 {
973 next->prev = prev;
974 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
975 } 722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
976 726
977 if (this == objects) 727 if (active_next)
978 objects = next; 728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
979} 840}
980 841
981object *object::create () 842object *object::create ()
982{ 843{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 844 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 845 op->link ();
996 return op; 846 return op;
997} 847}
998 848
999/* 849void
1000 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 851{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 if (flag [FLAG_IS_LINKED])
1012 { 853 remove_button_link (this);
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 854
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 855 if (flag [FLAG_FRIENDLY])
1021 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1023 remove_friendly_object (this); 856 remove_friendly_object (this);
1024 }
1025 857
1026 if (QUERY_FLAG (this, FLAG_FREED)) 858 if (!flag [FLAG_REMOVED])
1027 { 859 remove ();
1028 dump_object (this); 860
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 861 if (flag [FLAG_FREED])
1030 return; 862 return;
863
864 set_speed (0);
865
866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
1032 895
1033 if (more) 896 if (more)
1034 { 897 {
1035 more->free (free_inventory); 898 more->destroy ();
1036 more = 0; 899 more = 0;
1037 } 900 }
1038 901
1039 if (inv) 902 // clear those pointers that likely might have circular references to us
1040 { 903 owner = 0;
1041 /* Only if the space blocks everything do we not process - 904 enemy = 0;
1042 * if some form of movement is allowed, let objects 905 attacked_by = 0;
1043 * drop on that space.
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 906
1050 while (op) 907 // only relevant for players(?), but make sure of it anyways
1051 { 908 contr = 0;
1052 object * 909}
1053 tmp = op->below;
1054 910
1055 remove_ob (op); 911void
1056 op->free (free_inventory); 912object::destroy (bool destroy_inventory)
1057 op = tmp; 913{
1058 } 914 if (destroyed ())
1059 } 915 return;
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064 916
1065 while (op) 917 if (destroy_inventory)
1066 { 918 destroy_inv (false);
1067 object *
1068 tmp = op->below;
1069 919
1070 remove_ob (op); 920 attachable::destroy ();
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 921}
1099 922
1100/* 923/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1103 */ 926 */
1104
1105void 927void
1106sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1107{ 929{
1108 while (op != NULL) 930 while (op != NULL)
1109 { 931 {
1110 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 934
1114 op->carrying -= weight; 935 op->carrying -= weight;
1115 op = op->env; 936 op = op->env;
1116 } 937 }
1117} 938}
1118 939
1119/* remove_ob(op): 940/* op->remove ():
1120 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 945 * the previous environment.
1125 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1126 */ 947 */
1127
1128void 948void
1129remove_ob (object *op) 949object::remove ()
1130{ 950{
1131 object *tmp, *last = NULL; 951 object *tmp, *last = 0;
1132 object *otmp; 952 object *otmp;
1133 953
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1141 { 955 return;
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 956
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
959
960 if (more)
961 more->remove ();
1162 962
1163 /* 963 /*
1164 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1165 * inventory. 965 * inventory.
1166 */ 966 */
1167 if (op->env != NULL) 967 if (env)
1168 { 968 {
1169 if (op->nrof) 969 if (nrof)
1170 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1171 else 971 else
1172 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1173 973
1174 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1175 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 976 * to save cpu time.
1177 */ 977 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp); 979 otmp->update_stats ();
1180 980
1181 if (op->above != NULL) 981 if (above)
1182 op->above->below = op->below; 982 above->below = below;
1183 else 983 else
1184 op->env->inv = op->below; 984 env->inv = below;
1185 985
1186 if (op->below != NULL) 986 if (below)
1187 op->below->above = op->above; 987 below->above = above;
1188 988
1189 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1192 */ 992 */
1193 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1194 op->map = op->env->map; 994 map = env->map;
1195 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1196 op->env = NULL; 996 env = 0;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 { 997 }
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 998 else if (map)
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 } 999 {
1218 if (op->map != m) 1000 if (type == PLAYER)
1219 { 1001 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1002 --map->players;
1221 op->map->path, m->path, op->x, op->y, x, y); 1003 map->touch ();
1222 } 1004 }
1223 1005
1224 /* Re did the following section of code - it looks like it had 1006 map->dirty = true;
1225 * lots of logic for things we no longer care about
1226 */
1227 1007
1228 /* link the object above us */ 1008 /* link the object above us */
1229 if (op->above) 1009 if (above)
1230 op->above->below = op->below; 1010 above->below = below;
1231 else 1011 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1233 1013
1234 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1235 if (op->below) 1015 if (below)
1236 op->below->above = op->above; 1016 below->above = above;
1237 else 1017 else
1238 { 1018 {
1239 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1241 * evident 1021 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 {
1245 dump_object (op);
1246 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1247 errmsg);
1248 dump_object (GET_MAP_OB (m, x, y));
1249 LOG (llevError, "%s\n", errmsg);
1250 }
1251
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1253 }
1254
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING)
1259 return;
1260
1261 tag = op->count;
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 {
1272 /* If a container that the player is currently using somehow gets
1273 * removed (most likely destroyed), update the player view
1274 * appropriately.
1275 */ 1022 */
1276 if (tmp->container == op) 1023 if (GET_MAP_OB (map, x, y) != this)
1277 { 1024 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 1025 char *dump = dump_object (this);
1279 tmp->container = NULL; 1026 LOG (llevError,
1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1280 } 1032 }
1281 1033
1282 tmp->contr->socket.update_look = 1; 1034 map->at (x, y).bot = above; /* goes on above it. */
1283 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 { 1035 }
1287 move_apply (tmp, op, NULL);
1288 1036
1289 if (was_destroyed (op, tag)) 1037 above = 0;
1038 below = 0;
1039
1040 if (map->in_memory == MAP_SAVING)
1041 return;
1042
1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1044
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 {
1047 /* No point updating the players look faces if he is the object
1048 * being removed.
1049 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1290 { 1052 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1292 } 1065 }
1066
1067 /* See if object moving off should effect something */
1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 {
1072 move_apply (tmp, this, 0);
1073
1074 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1293 } 1076 }
1294 1077
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1297 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1298 tmp->above = NULL; 1081 tmp->above = 0;
1299 1082
1300 last = tmp; 1083 last = tmp;
1301 } 1084 }
1302 1085
1303 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1304 if (last == NULL) 1087 //TODO: this makes little sense, why only update the topmost object?
1305 { 1088 if (!last)
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1089 map->at (x, y).flags_ = 0;
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1090 else
1315 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1316 1092
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1095 }
1319} 1096}
1320 1097
1321/* 1098/*
1322 * merge_ob(op,top): 1099 * merge_ob(op,top):
1323 * 1100 *
1324 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1102 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1105 */
1329
1330object * 1106object *
1331merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1332{ 1108{
1333 if (!op->nrof) 1109 if (!op->nrof)
1334 return 0; 1110 return 0;
1335 if (top == NULL) 1111
1112 if (top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1337 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1338 { 1117 {
1339 if (top == op) 1118 if (top == op)
1340 continue; 1119 continue;
1341 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1342 { 1122 {
1343 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1344 1124
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op); 1127 op->destroy ();
1348 free_object (op);
1349 return top; 1128 return top;
1350 } 1129 }
1351 } 1130 }
1131
1352 return NULL; 1132 return 0;
1353} 1133}
1354 1134
1355/* 1135/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1357 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1358 */ 1138 */
1359object * 1139object *
1360insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1361{ 1141{
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1143 {
1369 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1370 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1371 } 1146 }
1147
1372 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1373} 1149}
1374 1150
1375/* 1151/*
1376 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1166 * Return value:
1391 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1169 * just 'op' otherwise
1394 */ 1170 */
1395
1396object * 1171object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1173{
1399 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1400 sint16 x, y; 1175 sint16 x, y;
1401 1176
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1403 { 1178 {
1404 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL; 1180 return NULL;
1406 } 1181 }
1407 1182
1408 if (m == NULL) 1183 if (!m)
1409 { 1184 {
1410 dump_object (op); 1185 char *dump = dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1412 return op; 1188 return op;
1413 } 1189 }
1414 1190
1415 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1416 { 1192 {
1417 dump_object (op); 1193 char *dump = dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1419#ifdef MANY_CORES 1195#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted. 1198 * improperly inserted.
1423 */ 1199 */
1424 abort (); 1200 abort ();
1425#endif 1201#endif
1202 free (dump);
1426 return op; 1203 return op;
1427 } 1204 }
1428 1205
1429 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 { 1207 {
1431 dump_object (op); 1208 char *dump = dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1433 return op; 1211 return op;
1434 } 1212 }
1435 1213
1436 if (op->more != NULL) 1214 if (op->more)
1437 { 1215 {
1438 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1439 1217
1440 object *more = op->more; 1218 object *more = op->more;
1441 1219
1442 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1443 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1446 */ 1224 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map) 1227 else if (!more->map)
1450 { 1228 {
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 { 1236 {
1459 if (!op->head) 1237 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461 1239
1462 return NULL; 1240 return 0;
1463 } 1241 }
1464 } 1242 }
1465 1243
1466 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1245
1474 y = op->y; 1252 y = op->y;
1475 1253
1476 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1477 */ 1255 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1481 { 1259 {
1482 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1261 tmp->destroy ();
1484 free_object (tmp);
1485 } 1262 }
1486 1263
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1266
1502 op->below = originator->below; 1279 op->below = originator->below;
1503 1280
1504 if (op->below) 1281 if (op->below)
1505 op->below->above = op; 1282 op->below->above = op;
1506 else 1283 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1508 1285
1509 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1510 originator->below = op; 1287 originator->below = op;
1511 } 1288 }
1512 else 1289 else
1513 { 1290 {
1514 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1516 { 1293 {
1517 object *last = NULL; 1294 object *last = 0;
1518 1295
1519 /* 1296 /*
1520 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1526 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1530 */ 1307 */
1531
1532 while (top != NULL) 1308 while (top)
1533 { 1309 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1535 floor = top; 1311 floor = top;
1536 1312
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1558 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1336 * stacking is a bit odd.
1561 */ 1337 */
1562 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1564 { 1340 {
1565 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1343 break;
1568 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1590 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1591 1367
1592 if (op->above) 1368 if (op->above)
1593 op->above->below = op; 1369 op->above->below = op;
1594 1370
1595 op->below = NULL; 1371 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1597 } 1373 }
1598 else 1374 else
1599 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1600 op->above = top->above; 1376 op->above = top->above;
1601 1377
1604 1380
1605 op->below = top; 1381 op->below = top;
1606 top->above = op; 1382 top->above = op;
1607 } 1383 }
1608 1384
1609 if (op->above == NULL) 1385 if (!op->above)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1612 1388
1613 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1614 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1615 1397
1616 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1617 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1618 */ 1400 */
1619 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1621 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1622 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1623 1405
1624 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1413 * of effect may be sufficient.
1632 */ 1414 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1635 1417
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1638 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1639 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1641 * 1425 *
1642 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1429 * update_object().
1647 1431
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1650 { 1434 {
1651 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1652 return NULL; 1436 return 0;
1653 1437
1654 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1439 * walk on's.
1656 */ 1440 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1659 return NULL; 1443 return 0;
1660 } 1444 }
1661 1445
1662 return op; 1446 return op;
1663} 1447}
1664 1448
1665/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1668 */ 1452 */
1669void 1453void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1455{
1672 object *tmp;
1673 object *tmp1; 1456 object *tmp, *tmp1;
1674 1457
1675 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1676 1459
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1680 { 1462 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1463
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1687 1465
1688 tmp1->x = op->x; 1466 tmp1->x = op->x;
1689 tmp1->y = op->y; 1467 tmp1->y = op->y;
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1691} 1475}
1692 1476
1693/* 1477/*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array. 1482 * global static errmsg array.
1699 */ 1483 */
1700
1701object * 1484object *
1702get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1703{ 1486{
1704 object * 1487 object *newob;
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708 1489
1709 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1710 { 1491 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL; 1493 return NULL;
1713 } 1494 }
1495
1714 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1715 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1716 { 1499 orig_ob->destroy (1);
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed) 1500 else if (!is_removed)
1722 { 1501 {
1723 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1727 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL; 1508 return NULL;
1730 } 1509 }
1731 } 1510 }
1511
1732 newob->nrof = nr; 1512 newob->nrof = nr;
1733 1513
1734 return newob; 1514 return newob;
1735} 1515}
1736 1516
1743 */ 1523 */
1744 1524
1745object * 1525object *
1746decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1747{ 1527{
1748 object * 1528 object *tmp;
1749 tmp;
1750 player *
1751 pl;
1752 1529
1753 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1754 return op; 1531 return op;
1755 1532
1756 if (i > op->nrof) 1533 if (i > op->nrof)
1757 i = op->nrof; 1534 i = op->nrof;
1758 1535
1759 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i; 1537 op->nrof -= i;
1762 }
1763 else if (op->env != NULL) 1538 else if (op->env)
1764 { 1539 {
1765 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1766 * therein? 1541 * therein?
1767 */ 1542 */
1768 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1769 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player. 1548 * and then searching the map for a player.
1774 */ 1549 */
1775 if (!tmp) 1550 if (!tmp)
1776 { 1551 for_all_players (pl)
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1779 break; 1555 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 } 1556 }
1785 1557
1786 if (i < op->nrof) 1558 if (i < op->nrof)
1787 { 1559 {
1788 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i; 1561 op->nrof -= i;
1790 if (tmp) 1562 if (tmp)
1791 {
1792 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1793 }
1794 } 1564 }
1795 else 1565 else
1796 { 1566 {
1797 remove_ob (op); 1567 op->remove ();
1798 op->nrof = 0; 1568 op->nrof = 0;
1799 if (tmp) 1569 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1802 }
1803 } 1571 }
1804 } 1572 }
1805 else 1573 else
1806 { 1574 {
1807 object *
1808 above = op->above; 1575 object *above = op->above;
1809 1576
1810 if (i < op->nrof) 1577 if (i < op->nrof)
1811 {
1812 op->nrof -= i; 1578 op->nrof -= i;
1813 }
1814 else 1579 else
1815 { 1580 {
1816 remove_ob (op); 1581 op->remove ();
1817 op->nrof = 0; 1582 op->nrof = 0;
1818 } 1583 }
1584
1819 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1821 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1822 { 1588 {
1823 if (op->nrof) 1589 if (op->nrof)
1824 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1825 else 1591 else
1826 esrv_del_item (tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1827 } 1593 }
1828 } 1594 }
1829 1595
1830 if (op->nrof) 1596 if (op->nrof)
1831 {
1832 return op; 1597 return op;
1833 }
1834 else 1598 else
1835 { 1599 {
1836 free_object (op); 1600 op->destroy ();
1837 return NULL; 1601 return 0;
1838 } 1602 }
1839} 1603}
1840 1604
1841/* 1605/*
1842 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1847add_weight (object *op, signed long weight) 1611add_weight (object *op, signed long weight)
1848{ 1612{
1849 while (op != NULL) 1613 while (op != NULL)
1850 { 1614 {
1851 if (op->type == CONTAINER) 1615 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 } 1617
1855 op->carrying += weight; 1618 op->carrying += weight;
1856 op = op->env; 1619 op = op->env;
1857 } 1620 }
1858} 1621}
1859 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1860/* 1643/*
1861 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1862 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1863 * inside the object environment. 1646 * inside the object environment.
1864 * 1647 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1872 */ 1650 */
1873 1651
1874object * 1652object *
1875insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1876{ 1654{
1877 object * 1655 object *tmp, *otmp;
1878 tmp, *
1879 otmp;
1880 1656
1881 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 { 1658 op->remove ();
1883 dump_object (op); 1659
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1660 if (op->more)
1899 { 1661 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op; 1663 return op;
1902 } 1664 }
1665
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1905 if (op->nrof) 1668 if (op->nrof)
1906 { 1669 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1909 { 1672 {
1910 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1674 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1915 */ 1678 */
1916 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1919 op = tmp; 1682 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break; 1685 break;
1923 } 1686 }
1924 1687
1925 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1929 * the linking below 1692 * the linking below
1930 */ 1693 */
1931 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1932 } 1695 }
1933 else 1696 else
1934 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1935 1698
1936 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1937 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp); 1702 otmp->update_stats ();
1941 }
1942 1703
1943 op->map = NULL; 1704 op->map = 0;
1944 op->env = where; 1705 op->env = this;
1945 op->above = NULL; 1706 op->above = 0;
1946 op->below = NULL; 1707 op->below = 0;
1947 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1948 1709
1949 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1951 { 1712 {
1952#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1956 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1957 } 1718 }
1958 1719
1959 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1960 * It sure simplifies this function... 1721 * It sure simplifies this function...
1961 */ 1722 */
1962 if (where->inv == NULL) 1723 if (!inv)
1963 where->inv = op; 1724 inv = op;
1964 else 1725 else
1965 { 1726 {
1966 op->below = where->inv; 1727 op->below = inv;
1967 op->below->above = op; 1728 op->below->above = op;
1968 where->inv = op; 1729 inv = op;
1969 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1970 return op; 1734 return op;
1971} 1735}
1972 1736
1973/* 1737/*
1974 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1988 * 1752 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top. 1755 * on top.
1992 */ 1756 */
1993
1994int 1757int
1995check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1996{ 1759{
1997 object *tmp; 1760 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1761 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
2001 1763
2002 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
2003 1765
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1767 return 0;
2006
2007 tag = op->count;
2008 1768
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1772
2028 1788
2029 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
2031 */ 1791 */
2032 1792
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2034 { 1794 {
2035 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them. 1797 * we don't need to check all of them.
2038 */ 1798 */
2055 { 1815 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1818 {
2059 1819
1820 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
2061 1822
2062 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1826 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1835 {
2075 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
2076 1837
2077 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
2078 return 1; 1839 return 1;
2079 1840
2080 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2092/* 1853/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2096 */ 1857 */
2097
2098object * 1858object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1860{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2105 { 1862 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1864 return NULL;
2108 } 1865 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2110 if (tmp->arch == at) 1868 if (tmp->arch == at)
2111 return tmp; 1869 return tmp;
1870
2112 return NULL; 1871 return NULL;
2113} 1872}
2114 1873
2115/* 1874/*
2116 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2119 */ 1878 */
2120
2121object * 1879object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2123{ 1881{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2128 { 1883 {
2129 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1885 return NULL;
2131 } 1886 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if (tmp->type == type) 1889 if (tmp->type == type)
2134 return tmp; 1890 return tmp;
1891
2135 return NULL; 1892 return NULL;
2136} 1893}
2137 1894
2138/* 1895/*
2139 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2142 */ 1899 */
2143
2144object * 1900object *
2145present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2146{ 1902{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1904 if (tmp->type == type)
2152 return tmp; 1905 return tmp;
1906
2153 return NULL; 1907 return NULL;
2154} 1908}
2155 1909
2156/* 1910/*
2157 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1922 * to be unique.
2169 */ 1923 */
2170
2171object * 1924object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1926{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1929 return tmp;
2181 } 1930
2182 return NULL; 1931 return 0;
2183} 1932}
2184 1933
2185/* 1934/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2189 */ 1938 */
2190
2191object * 1939object *
2192present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2193{ 1941{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1943 if (tmp->arch == at)
2199 return tmp; 1944 return tmp;
1945
2200 return NULL; 1946 return NULL;
2201} 1947}
2202 1948
2203/* 1949/*
2204 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2205 */ 1951 */
2206void 1952void
2207flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2208{ 1954{
2209 object *
2210 tmp;
2211
2212 if (op->inv) 1955 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2214 { 1957 {
2215 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2217 } 1960 }
2218} /* 1961}
1962
1963/*
2219 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2220 */ 1965 */
2221void 1966void
2222unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2223{ 1968{
2224 object *
2225 tmp;
2226
2227 if (op->inv) 1969 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 { 1971 {
2230 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2232 } 1974 }
2233} 1975}
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2240 */ 1982 */
2241
2242void 1983void
2243set_cheat (object *op) 1984set_cheat (object *op)
2244{ 1985{
2245 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 2009 * customized, changed states, etc.
2269 */ 2010 */
2270
2271int 2011int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 2013{
2274 int
2275 i,
2276 index = 0, flag; 2014 int index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2279 2016
2280 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2281 { 2018 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2283 if (!flag) 2020 if (!flag)
2284 altern[index++] = i; 2021 altern [index++] = i;
2285 2022
2286 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2293 */ 2030 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2295 stop = maxfree[i]; 2032 stop = maxfree[i];
2296 } 2033 }
2034
2297 if (!index) 2035 if (!index)
2298 return -1; 2036 return -1;
2037
2299 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2300} 2039}
2301 2040
2302/* 2041/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2046 */
2308
2309int 2047int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2049{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2052 return i;
2319 } 2053
2320 return -1; 2054 return -1;
2321} 2055}
2322 2056
2323/* 2057/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2061 */
2327static void 2062static void
2328permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2329{ 2064{
2330 int 2065 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2066 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2067
2341 tmp = arr[i]; 2068 while (--end)
2342 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2070}
2346 2071
2347/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2078 */
2354void 2079void
2355get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2356{ 2081{
2357 int 2082 int i;
2358 i;
2359 2083
2360 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2085 search_arr[i] = i;
2363 }
2364 2086
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2090}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2102 * there is capable of.
2381 */ 2103 */
2382
2383int 2104int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2106{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2389 sint16 2108
2390 nx, 2109 sint16 nx, ny;
2391 ny;
2392 object * 2110 object *tmp;
2393 tmp; 2111 maptile *mp;
2394 mapstruct * 2112
2395 mp; 2113 MoveType blocked, move_type;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2114
2400 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2401 { 2116 {
2402 exclude = exclude->head; 2117 exclude = exclude->head;
2403 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2413 mp = m; 2128 mp = m;
2414 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2416 2131
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2418 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2135 max = maxfree[i];
2421 }
2422 else 2136 else
2423 { 2137 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2425 2141
2426 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2143 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2431 { 2145 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2435 {
2436 break; 2149 break;
2437 } 2150
2438 }
2439 if (tmp) 2151 if (tmp)
2440 {
2441 return freedir[i]; 2152 return freedir[i];
2442 }
2443 } 2153 }
2444 } 2154 }
2445 } 2155 }
2156
2446 return 0; 2157 return 0;
2447} 2158}
2448 2159
2449/* 2160/*
2450 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2162 * distance between the two given objects.
2452 */ 2163 */
2453
2454int 2164int
2455distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2456{ 2166{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2168}
2463 2169
2464/* 2170/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2468 */ 2174 */
2469
2470int 2175int
2471find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2472{ 2177{
2473 int 2178 int q;
2474 q;
2475 2179
2476 if (y) 2180 if (y)
2477 q = x * 100 / y; 2181 q = x * 100 / y;
2478 else if (x) 2182 else if (x)
2479 q = -300 * x; 2183 q = -300 * x;
2514int 2218int
2515absdir (int d) 2219absdir (int d)
2516{ 2220{
2517 while (d < 1) 2221 while (d < 1)
2518 d += 8; 2222 d += 8;
2223
2519 while (d > 8) 2224 while (d > 8)
2520 d -= 8; 2225 d -= 8;
2226
2521 return d; 2227 return d;
2522} 2228}
2523 2229
2524/* 2230/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2527 */ 2233 */
2528 2234
2529int 2235int
2530dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2531{ 2237{
2532 int 2238 int d;
2533 d;
2534 2239
2535 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2536 if (d > 4) 2241 if (d > 4)
2537 d = 8 - d; 2242 d = 8 - d;
2243
2538 return d; 2244 return d;
2539} 2245}
2540 2246
2541/* peterm: 2247/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2545 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2254 * functions.
2549 */ 2255 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2311 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2609 */ 2313 */
2610
2611
2612int 2314int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2316{
2615 sint16 2317 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2318 int mflags;
2620 2319
2621 if (dir < 0) 2320 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2623 2322
2624 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2637 return 0; 2336 return 0;
2638 2337
2639 /* yes, can see. */ 2338 /* yes, can see. */
2640 if (dir < 9) 2339 if (dir < 9)
2641 return 1; 2340 return 1;
2341
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2345}
2645
2646
2647 2346
2648/* 2347/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2364}
2666 2365
2667
2668/* 2366/*
2669 * create clone from object to another 2367 * create clone from object to another
2670 */ 2368 */
2671object * 2369object *
2672object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2673{ 2371{
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2676 2373
2677 if (!asrc) 2374 if (!asrc)
2678 return NULL; 2375 return 0;
2376
2679 src = asrc; 2377 src = asrc;
2680 if (src->head) 2378 if (src->head)
2681 src = src->head; 2379 src = src->head;
2682 2380
2683 prev = NULL; 2381 prev = 0;
2684 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2685 { 2383 {
2686 tmp = get_object (); 2384 tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x; 2385 tmp->x -= src->x;
2689 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2690 if (!part->head) 2388 if (!part->head)
2691 { 2389 {
2692 dst = tmp; 2390 dst = tmp;
2693 tmp->head = NULL; 2391 tmp->head = 0;
2694 } 2392 }
2695 else 2393 else
2696 {
2697 tmp->head = dst; 2394 tmp->head = dst;
2698 } 2395
2699 tmp->more = NULL; 2396 tmp->more = 0;
2397
2700 if (prev) 2398 if (prev)
2701 prev->more = tmp; 2399 prev->more = tmp;
2400
2702 prev = tmp; 2401 prev = tmp;
2703 } 2402 }
2704 2403
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2406
2711 return dst; 2407 return dst;
2712} 2408}
2713 2409
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2734
2735object * 2416object *
2736load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2737{ 2418{
2738 object * 2419 object *op;
2739 op;
2740 char
2741 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2742 2421
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744 2423
2745 FILE *
2746 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2747 2425
2748 if (tempfile == NULL) 2426 if (tempfile == NULL)
2749 { 2427 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL; 2429 return NULL;
2752 }; 2430 }
2431
2753 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2754 fclose (tempfile); 2433 fclose (tempfile);
2755 2434
2756 op = get_object (); 2435 op = object::create ();
2757 2436
2758 object_thawer 2437 object_thawer thawer (filename);
2759 thawer (filename);
2760 2438
2761 if (thawer) 2439 if (thawer)
2762 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2763 2441
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2772 * returns NULL if no match. 2450 * returns NULL if no match.
2773 */ 2451 */
2774object * 2452object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2454{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2457 return tmp;
2783 2458
2784 return NULL; 2459 return 0;
2785} 2460}
2786 2461
2787/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2788 * otherwise return NULL. 2463 * otherwise return NULL.
2789 * 2464 *
2791 * do the desired thing. 2466 * do the desired thing.
2792 */ 2467 */
2793key_value * 2468key_value *
2794get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2795{ 2470{
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2800 {
2801 if (link->key == key) 2472 if (link->key == key)
2802 {
2803 return link; 2473 return link;
2804 }
2805 }
2806 2474
2807 return NULL; 2475 return 0;
2808} 2476}
2809 2477
2810/* 2478/*
2811 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2812 * 2480 *
2815 * The returned string is shared. 2483 * The returned string is shared.
2816 */ 2484 */
2817const char * 2485const char *
2818get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2819{ 2487{
2820 key_value * 2488 key_value *link;
2821 link; 2489 shstr_cmp canonical_key (key);
2822 const char *
2823 canonical_key;
2824 2490
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL) 2491 if (!canonical_key)
2828 { 2492 {
2829 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2833 */ 2497 */
2834 return NULL; 2498 return 0;
2835 } 2499 }
2836 2500
2837 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2839 */ 2503 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2841 {
2842 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2843 {
2844 return link->value; 2506 return link->value;
2845 } 2507
2846 }
2847 return NULL; 2508 return 0;
2848} 2509}
2849 2510
2850 2511
2851/* 2512/*
2852 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2859 * Returns TRUE on success. 2520 * Returns TRUE on success.
2860 */ 2521 */
2861int 2522int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2524{
2864 key_value *
2865 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2866 2526
2867 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2868 { 2528 {
2869 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2870 { 2530 {
2888 if (last) 2548 if (last)
2889 last->next = field->next; 2549 last->next = field->next;
2890 else 2550 else
2891 op->key_values = field->next; 2551 op->key_values = field->next;
2892 2552
2893 delete
2894 field; 2553 delete field;
2895 } 2554 }
2896 } 2555 }
2897 return TRUE; 2556 return TRUE;
2898 } 2557 }
2899 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2900 2559
2901 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2902 2561
2903 if (!add_key) 2562 if (!add_key)
2904 {
2905 return FALSE; 2563 return FALSE;
2906 } 2564
2907 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2911 * should pass in "" 2569 * should pass in ""
2934 * Returns TRUE on success. 2592 * Returns TRUE on success.
2935 */ 2593 */
2936int 2594int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{ 2596{
2939 shstr
2940 key_ (key); 2597 shstr key_ (key);
2941 2598
2942 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2943} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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