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Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
16 17
17 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
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 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>
22*/ 23*/
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <skills.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */
39object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
40 43
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 46};
50int freedir[SIZEOFFREE] = { 53int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 56};
54 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
55/* 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. */
56static int 136static int
57compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
58{ 138{
59 key_value *wants_field; 139 key_value *wants_field;
62 * 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
63 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
64 */ 144 */
65 145
66 /* For each field in wants, */ 146 /* For each field in wants, */
67 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)
68 { 148 {
69 key_value *has_field; 149 key_value *has_field;
70 150
71 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
106 * 186 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
110 * 190 *
111 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
112 * 192 *
113 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
114 * check weight 194 * check weight
115 */ 195 */
116
117bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 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)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 251 return 0;
177 252
178 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 254 * check all objects in the inventory.
180 */ 255 */
183 /* 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 */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 260 return 0;
186 261
187 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 264 return 0;
190 265
191 /* 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
192 * if it is valid. 267 * if it is valid.
193 */ 268 */
202 277
203 /* 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
204 * 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
205 * check? 280 * check?
206 */ 281 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 283 return 0;
209 284
210 switch (ob1->type) 285 switch (ob1->type)
211 { 286 {
212 case SCROLL: 287 case SCROLL:
213 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
214 return 0; 289 return 0;
215 break; 290 break;
216 } 291 }
217 292
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
219 { 294 {
220 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
254 { 329 {
255 if (inv->inv) 330 if (inv->inv)
256 sum_weight (inv); 331 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 333 }
334
259 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
261 if (op->carrying != sum) 338 if (op->carrying != sum)
262 op->carrying = sum; 339 op->carrying = sum;
340
263 return sum; 341 return sum;
264} 342}
265 343
266/** 344/**
267 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
274 op = op->env; 352 op = op->env;
275 return op; 353 return op;
276} 354}
277 355
278/* 356/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 358 * Some error messages.
296 * 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.
297 */ 360 */
298 361
299void 362char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 363dump_object (object *op)
355{ 364{
356 if (op == NULL) 365 if (!op)
357 { 366 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 367
365void 368 object_freezer freezer;
366dump_all_objects (void) 369 save_object (freezer, op, 1);
367{ 370 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 371}
376 372
377/* 373/*
378 * 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
379 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
399 */ 395 */
400 396
401object * 397object *
402find_object (tag_t i) 398find_object (tag_t i)
403{ 399{
404 object *op; 400 for (object *op = object::first; op; op = op->next)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
416 */ 411 */
417 412
418object * 413object *
419find_object_name (const char *str) 414find_object_name (const char *str)
420{ 415{
421 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
423 418
424 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
425 if (&op->name == name) 420 if (op->name == str_)
426 break; 421 break;
427 422
428 return op; 423 return op;
429} 424}
430 425
433{ 428{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435} 430}
436 431
437/* 432/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473}
474
475/*
476 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects. 434 * skill and experience objects.
478 */ 435 */
479void 436void
480set_owner (object *op, object *owner) 437object::set_owner (object *owner)
481{ 438{
482 if (owner == NULL || op == NULL) 439 if (!owner)
483 return; 440 return;
484 441
485 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
486 /* 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
487 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
488 * 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
489 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
491 */ 448 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
493 owner = owner->owner; 450 owner = owner->owner;
494 451
495 /* IF the owner still has an owner, we did not resolve to a final owner.
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner; 452 this->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 {
524 /* players don't have owners - they own themselves. Update
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return;
531 }
532
533 set_owner (op, owner);
534} 453}
535 454
536/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links. 456 * refcounts and freeing the links.
538 */ 457 */
548 } 467 }
549 468
550 op->key_values = 0; 469 op->key_values = 0;
551} 470}
552 471
553void object::clear ()
554{
555 attachable_base::clear ();
556
557 free_key_values (this);
558
559 clear_owner (this);
560
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/* 472/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
620 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
621 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
622 * 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,
623 * 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
624 * will point at garbage. 478 * will point at garbage.
625 */ 479 */
626
627void 480void
628copy_object (object *op2, object *op) 481object::copy_to (object *dst)
629{ 482{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
632 485
633 op2->clone (op); 486 *(object_copy *)dst = *this;
634 487
635 if (is_freed) 488 if (is_freed)
636 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
637 if (is_removed) 491 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
639 493
640 if (op2->speed < 0) 494 if (speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
642 496
643 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
644 if (op2->key_values) 498 if (key_values)
645 { 499 {
646 key_value *tail = 0; 500 key_value *tail = 0;
647 key_value *i; 501 key_value *i;
648 502
649 op->key_values = 0; 503 dst->key_values = 0;
650 504
651 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
652 { 506 {
653 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
654 508
655 new_link->next = 0; 509 new_link->next = 0;
656 new_link->key = i->key; 510 new_link->key = i->key;
657 new_link->value = i->value; 511 new_link->value = i->value;
658 512
659 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
660 if (!op->key_values) 514 if (!dst->key_values)
661 { 515 {
662 op->key_values = new_link; 516 dst->key_values = new_link;
663 tail = new_link; 517 tail = new_link;
664 } 518 }
665 else 519 else
666 { 520 {
667 tail->next = new_link; 521 tail->next = new_link;
668 tail = new_link; 522 tail = new_link;
669 } 523 }
670 } 524 }
671 } 525 }
672 526
673 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;
674} 536}
675 537
676/* 538/*
677 * 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
678 * 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
679 * 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.
680 */ 542 */
681
682void 543void
683update_turn_face (object *op) 544update_turn_face (object *op)
684{ 545{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
686 return; 547 return;
548
687 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
689} 551}
690 552
691/* 553/*
692 * 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
693 * 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.
694 * 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.
695 */ 557 */
696
697void 558void
698update_ob_speed (object *op) 559object::set_speed (float speed)
699{ 560{
700 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 { 562 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0; 564 speed = 0;
713#endif
714 }
715 if (arch_init)
716 { 565 }
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724 566
725 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
726 * of the list. */ 568
727 op->active_next = active_objects; 569 if (has_active_speed ())
728 if (op->active_next != NULL) 570 activate ();
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 571 else
733 { 572 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 573}
754 574
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 575/*
787 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
789 * 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
790 * invisible object, etc...) 579 * invisible object, etc...)
791 * 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
792 * 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
793 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
794 * 583 *
795 * 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.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 585 * current action are:
801 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
803 * 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
804 * 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.
805 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
806 */ 591 */
807
808void 592void
809update_object (object *op, int action) 593update_object (object *op, int action)
810{ 594{
811 int update_now = 0, flags;
812 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
813 596
814 if (op == NULL) 597 if (op == NULL)
815 { 598 {
816 /* this should never happen */ 599 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
818 return; 601 return;
819 } 602 }
820 603
821 if (op->env != NULL) 604 if (op->env)
822 { 605 {
823 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
824 * to do in this case. 607 * to do in this case.
825 */ 608 */
826 return; 609 return;
831 */ 614 */
832 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return; 616 return;
834 617
835 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
837 { 620 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 622#ifdef MANY_CORES
840 abort (); 623 abort ();
841#endif 624#endif
842 return; 625 return;
843 } 626 }
844 627
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
852 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
853 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
858 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
859 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now. 645 * to have move_allow right now.
877 */ 646 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
880 649 m.flags_ = 0;
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 } 650 }
884 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 653 * that is being removed.
887 */ 654 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 656 m.flags_ = 0;
890 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 658 /* Nothing to do for that case */ ;
892 else 659 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 661
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 662 if (op->more)
902 update_object (op->more, action); 663 update_object (op->more, action);
903} 664}
904 665
905static unordered_vector<object *> mortals; 666object *object::first;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918}
919 667
920object::object () 668object::object ()
921{ 669{
922 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
923 671
924 expmul = 1.0; 672 expmul = 1.0;
925 face = blank_face; 673 face = blank_face;
926 attacked_by_count = -1;
927} 674}
928 675
929object::~object () 676object::~object ()
930{ 677{
931 free_key_values (this); 678 free_key_values (this);
932} 679}
933 680
934void object::link () 681void object::link ()
935{ 682{
936 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
937 685
938 prev = 0; 686 prev = 0;
939 next = objects; 687 next = object::first;
940 688
941 if (objects) 689 if (object::first)
942 objects->prev = this; 690 object::first->prev = this;
943 691
944 objects = this; 692 object::first = this;
945} 693}
946 694
947void object::unlink () 695void object::unlink ()
948{ 696{
949 count = 0; 697 if (this == object::first)
698 object::first = next;
950 699
951 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
955 prev = 0; 704 prev = 0;
956 }
957
958 if (next)
959 {
960 next->prev = prev;
961 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 ())
962 } 722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
963 726
964 if (this == objects) 727 if (active_next)
965 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 }
966} 840}
967 841
968object *object::create () 842object *object::create ()
969{ 843{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 844 object *op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link (); 845 op->link ();
983 return op; 846 return op;
984} 847}
985 848
986/* 849void
987 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 851{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 if (flag [FLAG_IS_LINKED])
999 { 853 remove_button_link (this);
1000 LOG (llevDebug, "Free object called with non removed object\n");
1001 dump_object (this);
1002#ifdef MANY_CORES
1003 abort ();
1004#endif
1005 }
1006 854
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 855 if (flag [FLAG_FRIENDLY])
1008 {
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1010 remove_friendly_object (this); 856 remove_friendly_object (this);
1011 }
1012 857
1013 if (QUERY_FLAG (this, FLAG_FREED)) 858 if (!flag [FLAG_REMOVED])
1014 { 859 remove ();
1015 dump_object (this); 860
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 861 if (flag [FLAG_FREED])
1017 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;
1018 } 887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
1019 895
1020 if (more) 896 if (more)
1021 { 897 {
1022 more->free (free_inventory); 898 more->destroy ();
1023 more = 0; 899 more = 0;
1024 } 900 }
1025 901
1026 if (inv) 902 // clear those pointers that likely might have circular references to us
1027 { 903 owner = 0;
1028 /* Only if the space blocks everything do we not process - 904 enemy = 0;
1029 * if some form of movement is allowed, let objects 905 attacked_by = 0;
1030 * drop on that space.
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036 906
1037 while (op) 907 // only relevant for players(?), but make sure of it anyways
1038 { 908 contr = 0;
1039 object * 909}
1040 tmp = op->below;
1041 910
1042 remove_ob (op); 911void
1043 op->free (free_inventory); 912object::destroy (bool destroy_inventory)
1044 op = tmp; 913{
1045 } 914 if (destroyed ())
1046 } 915 return;
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051 916
1052 while (op) 917 if (destroy_inventory)
1053 { 918 destroy_inv (false);
1054 object *
1055 tmp = op->below;
1056 919
1057 remove_ob (op); 920 attachable::destroy ();
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085} 921}
1086 922
1087/* 923/*
1088 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1089 * 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)).
1090 */ 926 */
1091
1092void 927void
1093sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1094{ 929{
1095 while (op != NULL) 930 while (op != NULL)
1096 { 931 {
1097 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 } 934
1101 op->carrying -= weight; 935 op->carrying -= weight;
1102 op = op->env; 936 op = op->env;
1103 } 937 }
1104} 938}
1105 939
1106/* remove_ob(op): 940/* op->remove ():
1107 * 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
1108 * 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
1109 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 945 * the previous environment.
1112 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1113 */ 947 */
1114
1115void 948void
1116remove_ob (object *op) 949object::remove ()
1117{ 950{
1118 object *tmp, *last = NULL; 951 object *tmp, *last = 0;
1119 object *otmp; 952 object *otmp;
1120 953
1121 tag_t tag;
1122 int check_walk_off;
1123 mapstruct *m;
1124
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1128 { 955 return;
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 956
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
959
960 if (more)
961 more->remove ();
1149 962
1150 /* 963 /*
1151 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1152 * inventory. 965 * inventory.
1153 */ 966 */
1154 if (op->env != NULL) 967 if (env)
1155 { 968 {
1156 if (op->nrof) 969 if (nrof)
1157 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1158 else 971 else
1159 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1160 973
1161 /* 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
1162 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 976 * to save cpu time.
1164 */ 977 */
1165 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))
1166 fix_player (otmp); 979 otmp->update_stats ();
1167 980
1168 if (op->above != NULL) 981 if (above)
1169 op->above->below = op->below; 982 above->below = below;
1170 else 983 else
1171 op->env->inv = op->below; 984 env->inv = below;
1172 985
1173 if (op->below != NULL) 986 if (below)
1174 op->below->above = op->above; 987 below->above = above;
1175 988
1176 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1177 * 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
1178 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1179 */ 992 */
1180 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1181 op->map = op->env->map; 994 map = env->map;
1182 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1183 op->env = NULL; 996 env = 0;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 { 997 }
1197 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)
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 } 999 {
1205 if (op->map != m) 1000 if (type == PLAYER)
1206 { 1001 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1002 --map->players;
1208 op->map->path, m->path, op->x, op->y, x, y); 1003 map->touch ();
1209 } 1004 }
1210 1005
1211 /* Re did the following section of code - it looks like it had 1006 map->dirty = true;
1212 * lots of logic for things we no longer care about
1213 */
1214 1007
1215 /* link the object above us */ 1008 /* link the object above us */
1216 if (op->above) 1009 if (above)
1217 op->above->below = op->below; 1010 above->below = below;
1218 else 1011 else
1219 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 */
1220 1013
1221 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1222 if (op->below) 1015 if (below)
1223 op->below->above = op->above; 1016 below->above = above;
1224 else 1017 else
1225 { 1018 {
1226 /* 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
1227 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1228 * evident 1021 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */ 1022 */
1263 if (tmp->container == op) 1023 if (GET_MAP_OB (map, x, y) != this)
1264 { 1024 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 1025 char *dump = dump_object (this);
1266 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);
1267 } 1032 }
1268 1033
1269 tmp->contr->socket.update_look = 1; 1034 map->at (x, y).bot = above; /* goes on above it. */
1270 }
1271 /* See if player moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273 { 1035 }
1274 move_apply (tmp, op, NULL);
1275 1036
1276 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)
1277 { 1052 {
1278 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 ();
1279 } 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 ());
1280 } 1076 }
1281 1077
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1284 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1285 tmp->above = NULL; 1081 tmp->above = 0;
1286 1082
1287 last = tmp; 1083 last = tmp;
1288 } 1084 }
1289 1085
1290 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1291 if (last == NULL) 1087 //TODO: this makes little sense, why only update the topmost object?
1292 { 1088 if (!last)
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1089 map->at (x, y).flags_ = 0;
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else 1090 else
1302 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1303 1092
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1095 }
1306} 1096}
1307 1097
1308/* 1098/*
1309 * merge_ob(op,top): 1099 * merge_ob(op,top):
1310 * 1100 *
1311 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1102 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1314 * 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
1315 */ 1105 */
1316
1317object * 1106object *
1318merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1319{ 1108{
1320 if (!op->nrof) 1109 if (!op->nrof)
1321 return 0; 1110 return 0;
1322 if (top == NULL) 1111
1112 if (top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1324 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1325 { 1117 {
1326 if (top == op) 1118 if (top == op)
1327 continue; 1119 continue;
1328 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1329 { 1122 {
1330 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1331 1124
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op); 1127 op->destroy ();
1335 free_object (op);
1336 return top; 1128 return top;
1337 } 1129 }
1338 } 1130 }
1131
1339 return NULL; 1132 return 0;
1340} 1133}
1341 1134
1342/* 1135/*
1343 * 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
1344 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1345 */ 1138 */
1346object * 1139object *
1347insert_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)
1348{ 1141{
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1143 {
1356 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1357 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1358 } 1146 }
1147
1359 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1360} 1149}
1361 1150
1362/* 1151/*
1363 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1166 * Return value:
1378 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1169 * just 'op' otherwise
1381 */ 1170 */
1382
1383object * 1171object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1173{
1386 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1387 sint16 x, y; 1175 sint16 x, y;
1388 1176
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1390 { 1178 {
1391 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL; 1180 return NULL;
1393 } 1181 }
1394 1182
1395 if (m == NULL) 1183 if (!m)
1396 { 1184 {
1397 dump_object (op); 1185 char *dump = dump_object (op);
1398 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);
1399 return op; 1188 return op;
1400 } 1189 }
1401 1190
1402 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1403 { 1192 {
1404 dump_object (op); 1193 char *dump = dump_object (op);
1405 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);
1406#ifdef MANY_CORES 1195#ifdef MANY_CORES
1407 /* 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
1408 * 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
1409 * improperly inserted. 1198 * improperly inserted.
1410 */ 1199 */
1411 abort (); 1200 abort ();
1412#endif 1201#endif
1202 free (dump);
1413 return op; 1203 return op;
1414 } 1204 }
1415 1205
1416 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 { 1207 {
1418 dump_object (op); 1208 char *dump = dump_object (op);
1419 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);
1420 return op; 1211 return op;
1421 } 1212 }
1422 1213
1423 if (op->more != NULL) 1214 if (op->more)
1424 { 1215 {
1425 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1426 1217
1427 object *more = op->more; 1218 object *more = op->more;
1428 1219
1429 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1430 * 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
1431 * 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
1432 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1433 */ 1224 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map) 1227 else if (!more->map)
1437 { 1228 {
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 { 1236 {
1446 if (!op->head) 1237 if (!op->head)
1447 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");
1448 1239
1449 return NULL; 1240 return 0;
1450 } 1241 }
1451 } 1242 }
1452 1243
1453 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1245
1461 y = op->y; 1252 y = op->y;
1462 1253
1463 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1464 */ 1255 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1466 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)
1467 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1468 { 1259 {
1469 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1261 tmp->destroy ();
1471 free_object (tmp);
1472 } 1262 }
1473 1263
1474 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 */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1266
1489 op->below = originator->below; 1279 op->below = originator->below;
1490 1280
1491 if (op->below) 1281 if (op->below)
1492 op->below->above = op; 1282 op->below->above = op;
1493 else 1283 else
1494 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1495 1285
1496 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1497 originator->below = op; 1287 originator->below = op;
1498 } 1288 }
1499 else 1289 else
1500 { 1290 {
1501 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1502 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))
1503 { 1293 {
1504 object *last = NULL; 1294 object *last = 0;
1505 1295
1506 /* 1296 /*
1507 * 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.
1508 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1509 * 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
1513 * 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
1514 * 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
1515 * 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
1516 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1517 */ 1307 */
1518
1519 while (top != NULL) 1308 while (top)
1520 { 1309 {
1521 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))
1522 floor = top; 1311 floor = top;
1523 1312
1524 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))
1545 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1336 * stacking is a bit odd.
1548 */ 1337 */
1549 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551 { 1340 {
1552 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1343 break;
1555 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1577 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578 1367
1579 if (op->above) 1368 if (op->above)
1580 op->above->below = op; 1369 op->above->below = op;
1581 1370
1582 op->below = NULL; 1371 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1584 } 1373 }
1585 else 1374 else
1586 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1587 op->above = top->above; 1376 op->above = top->above;
1588 1377
1591 1380
1592 op->below = top; 1381 op->below = top;
1593 top->above = op; 1382 top->above = op;
1594 } 1383 }
1595 1384
1596 if (op->above == NULL) 1385 if (!op->above)
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1598 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1599 1388
1600 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1601 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;
1602 1397
1603 /* 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
1604 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1605 */ 1400 */
1606 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1607 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 ())
1608 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1609 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1610 1405
1611 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1612 * 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
1613 * 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
1614 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1615 * 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 -
1616 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1413 * of effect may be sufficient.
1619 */ 1414 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1622 1417
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1625 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1626 /* 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,
1627 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1628 * 1425 *
1629 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1429 * update_object().
1634 1431
1635 /* 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 */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 { 1434 {
1638 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1639 return NULL; 1436 return 0;
1640 1437
1641 /* 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
1642 * walk on's. 1439 * walk on's.
1643 */ 1440 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1646 return NULL; 1443 return 0;
1647 } 1444 }
1648 1445
1649 return op; 1446 return op;
1650} 1447}
1651 1448
1652/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1655 */ 1452 */
1656void 1453void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1455{
1659 object *tmp;
1660 object *tmp1; 1456 object *tmp, *tmp1;
1661 1457
1662 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1663 1459
1664 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)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 { 1462 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1463
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1674 1465
1675 tmp1->x = op->x; 1466 tmp1->x = op->x;
1676 tmp1->y = op->y; 1467 tmp1->y = op->y;
1677 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);
1678} 1475}
1679 1476
1680/* 1477/*
1681 * 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
1682 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1683 * 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).
1684 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array. 1482 * global static errmsg array.
1686 */ 1483 */
1687
1688object * 1484object *
1689get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1690{ 1486{
1691 object * 1487 object *newob;
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695 1489
1696 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1697 { 1491 {
1698 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);
1699 return NULL; 1493 return NULL;
1700 } 1494 }
1495
1701 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1702 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1703 { 1499 orig_ob->destroy (1);
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed) 1500 else if (!is_removed)
1709 { 1501 {
1710 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 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)
1714 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.");
1715 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");
1716 return NULL; 1508 return NULL;
1717 } 1509 }
1718 } 1510 }
1511
1719 newob->nrof = nr; 1512 newob->nrof = nr;
1720 1513
1721 return newob; 1514 return newob;
1722} 1515}
1723 1516
1730 */ 1523 */
1731 1524
1732object * 1525object *
1733decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1734{ 1527{
1735 object * 1528 object *tmp;
1736 tmp;
1737 player *
1738 pl;
1739 1529
1740 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1531 return op;
1742 1532
1743 if (i > op->nrof) 1533 if (i > op->nrof)
1744 i = op->nrof; 1534 i = op->nrof;
1745 1535
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i; 1537 op->nrof -= i;
1749 }
1750 else if (op->env != NULL) 1538 else if (op->env)
1751 { 1539 {
1752 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1753 * therein? 1541 * therein?
1754 */ 1542 */
1755 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1756 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player. 1548 * and then searching the map for a player.
1761 */ 1549 */
1762 if (!tmp) 1550 if (!tmp)
1763 { 1551 for_all_players (pl)
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1766 break; 1555 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 } 1556 }
1772 1557
1773 if (i < op->nrof) 1558 if (i < op->nrof)
1774 { 1559 {
1775 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i; 1561 op->nrof -= i;
1777 if (tmp) 1562 if (tmp)
1778 {
1779 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1780 }
1781 } 1564 }
1782 else 1565 else
1783 { 1566 {
1784 remove_ob (op); 1567 op->remove ();
1785 op->nrof = 0; 1568 op->nrof = 0;
1786 if (tmp) 1569 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1789 }
1790 } 1571 }
1791 } 1572 }
1792 else 1573 else
1793 { 1574 {
1794 object *
1795 above = op->above; 1575 object *above = op->above;
1796 1576
1797 if (i < op->nrof) 1577 if (i < op->nrof)
1798 {
1799 op->nrof -= i; 1578 op->nrof -= i;
1800 }
1801 else 1579 else
1802 { 1580 {
1803 remove_ob (op); 1581 op->remove ();
1804 op->nrof = 0; 1582 op->nrof = 0;
1805 } 1583 }
1584
1806 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1808 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1809 { 1588 {
1810 if (op->nrof) 1589 if (op->nrof)
1811 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1812 else 1591 else
1813 esrv_del_item (tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1814 } 1593 }
1815 } 1594 }
1816 1595
1817 if (op->nrof) 1596 if (op->nrof)
1818 {
1819 return op; 1597 return op;
1820 }
1821 else 1598 else
1822 { 1599 {
1823 free_object (op); 1600 op->destroy ();
1824 return NULL; 1601 return 0;
1825 } 1602 }
1826} 1603}
1827 1604
1828/* 1605/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1834add_weight (object *op, signed long weight) 1611add_weight (object *op, signed long weight)
1835{ 1612{
1836 while (op != NULL) 1613 while (op != NULL)
1837 { 1614 {
1838 if (op->type == CONTAINER) 1615 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 } 1617
1842 op->carrying += weight; 1618 op->carrying += weight;
1843 op = op->env; 1619 op = op->env;
1844 } 1620 }
1845} 1621}
1846 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
1847/* 1643/*
1848 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1849 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1850 * inside the object environment. 1646 * inside the object environment.
1851 * 1647 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1859 */ 1650 */
1860 1651
1861object * 1652object *
1862insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1863{ 1654{
1864 object * 1655 object *tmp, *otmp;
1865 tmp, *
1866 otmp;
1867 1656
1868 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 { 1658 op->remove ();
1870 dump_object (op); 1659
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1660 if (op->more)
1886 { 1661 {
1887 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);
1888 return op; 1663 return op;
1889 } 1664 }
1665
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1892 if (op->nrof) 1668 if (op->nrof)
1893 { 1669 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1896 { 1672 {
1897 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1674 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1902 */ 1678 */
1903 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1906 op = tmp; 1682 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break; 1685 break;
1910 } 1686 }
1911 1687
1912 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1916 * the linking below 1692 * the linking below
1917 */ 1693 */
1918 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1919 } 1695 }
1920 else 1696 else
1921 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1922 1698
1923 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1924 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp); 1702 otmp->update_stats ();
1928 }
1929 1703
1930 op->map = NULL; 1704 op->map = 0;
1931 op->env = where; 1705 op->env = this;
1932 op->above = NULL; 1706 op->above = 0;
1933 op->below = NULL; 1707 op->below = 0;
1934 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1935 1709
1936 /* 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 */
1937 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1938 { 1712 {
1939#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1940 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);
1941#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1943 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1944 } 1718 }
1945 1719
1946 /* 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.
1947 * It sure simplifies this function... 1721 * It sure simplifies this function...
1948 */ 1722 */
1949 if (where->inv == NULL) 1723 if (!inv)
1950 where->inv = op; 1724 inv = op;
1951 else 1725 else
1952 { 1726 {
1953 op->below = where->inv; 1727 op->below = inv;
1954 op->below->above = op; 1728 op->below->above = op;
1955 where->inv = op; 1729 inv = op;
1956 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1957 return op; 1734 return op;
1958} 1735}
1959 1736
1960/* 1737/*
1961 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1975 * 1752 *
1976 * 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
1977 * 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
1978 * on top. 1755 * on top.
1979 */ 1756 */
1980
1981int 1757int
1982check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1983{ 1759{
1984 object *tmp; 1760 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1761 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1988 1763
1989 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
1990 1765
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1767 return 0;
1993
1994 tag = op->count;
1995 1768
1996 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);
1997 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);
1998 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);
1999 1772
2015 1788
2016 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
2018 */ 1791 */
2019 1792
2020 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)
2021 { 1794 {
2022 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
2023 * 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,
2024 * we don't need to check all of them. 1797 * we don't need to check all of them.
2025 */ 1798 */
2042 { 1815 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1818 {
2046 1819
1820 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
2048 1822
2049 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
2050 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)) ||
2051 (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)))
2052 diff /= 4.0; 1826 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1835 {
2062 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
2063 1837
2064 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
2065 return 1; 1839 return 1;
2066 1840
2067 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2079/* 1853/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2083 */ 1857 */
2084
2085object * 1858object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1860{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2092 { 1862 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1864 return NULL;
2095 } 1865 }
2096 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)
2097 if (tmp->arch == at) 1868 if (tmp->arch == at)
2098 return tmp; 1869 return tmp;
1870
2099 return NULL; 1871 return NULL;
2100} 1872}
2101 1873
2102/* 1874/*
2103 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2106 */ 1878 */
2107
2108object * 1879object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2110{ 1881{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2115 { 1883 {
2116 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1885 return NULL;
2118 } 1886 }
2119 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)
2120 if (tmp->type == type) 1889 if (tmp->type == type)
2121 return tmp; 1890 return tmp;
1891
2122 return NULL; 1892 return NULL;
2123} 1893}
2124 1894
2125/* 1895/*
2126 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2129 */ 1899 */
2130
2131object * 1900object *
2132present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2133{ 1902{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1904 if (tmp->type == type)
2139 return tmp; 1905 return tmp;
1906
2140 return NULL; 1907 return NULL;
2141} 1908}
2142 1909
2143/* 1910/*
2144 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2152 * 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
2153 * 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
2154 * 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
2155 * to be unique. 1922 * to be unique.
2156 */ 1923 */
2157
2158object * 1924object *
2159present_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)
2160{ 1926{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1929 return tmp;
2168 } 1930
2169 return NULL; 1931 return 0;
2170} 1932}
2171 1933
2172/* 1934/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2176 */ 1938 */
2177
2178object * 1939object *
2179present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2180{ 1941{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at) 1943 if (tmp->arch == at)
2186 return tmp; 1944 return tmp;
1945
2187 return NULL; 1946 return NULL;
2188} 1947}
2189 1948
2190/* 1949/*
2191 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2192 */ 1951 */
2193void 1952void
2194flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2195{ 1954{
2196 object *
2197 tmp;
2198
2199 if (op->inv) 1955 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 { 1957 {
2202 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2204 } 1960 }
2205} /* 1961}
1962
1963/*
2206 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2207 */ 1965 */
2208void 1966void
2209unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2210{ 1968{
2211 object *
2212 tmp;
2213
2214 if (op->inv) 1969 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 { 1971 {
2217 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2219 } 1974 }
2220} 1975}
2223 * 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
2224 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2225 * 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
2226 * 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.
2227 */ 1982 */
2228
2229void 1983void
2230set_cheat (object *op) 1984set_cheat (object *op)
2231{ 1985{
2232 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2252 * 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
2253 * 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
2254 * 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
2255 * customized, changed states, etc. 2009 * customized, changed states, etc.
2256 */ 2010 */
2257
2258int 2011int
2259find_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)
2260{ 2013{
2261 int
2262 i,
2263 index = 0, flag; 2014 int index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2266 2016
2267 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2268 { 2018 {
2269 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]);
2270 if (!flag) 2020 if (!flag)
2271 altern[index++] = i; 2021 altern [index++] = i;
2272 2022
2273 /* 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.
2274 * 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.
2275 * 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 -
2276 * 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
2277 * 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
2278 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2280 */ 2030 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2282 stop = maxfree[i]; 2032 stop = maxfree[i];
2283 } 2033 }
2034
2284 if (!index) 2035 if (!index)
2285 return -1; 2036 return -1;
2037
2286 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2287} 2039}
2288 2040
2289/* 2041/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2292 * 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.
2293 * 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.
2294 */ 2046 */
2295
2296int 2047int
2297find_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)
2298{ 2049{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 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]))
2305 return i; 2052 return i;
2306 } 2053
2307 return -1; 2054 return -1;
2308} 2055}
2309 2056
2310/* 2057/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2061 */
2314static void 2062static void
2315permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2316{ 2064{
2317 int 2065 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2066 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2067
2328 tmp = arr[i]; 2068 while (--end)
2329 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2070}
2333 2071
2334/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2078 */
2341void 2079void
2342get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2343{ 2081{
2344 int 2082 int i;
2345 i;
2346 2083
2347 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2085 search_arr[i] = i;
2350 }
2351 2086
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2090}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2102 * there is capable of.
2368 */ 2103 */
2369
2370int 2104int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2106{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2376 sint16 2108
2377 nx, 2109 sint16 nx, ny;
2378 ny;
2379 object * 2110 object *tmp;
2380 tmp; 2111 maptile *mp;
2381 mapstruct * 2112
2382 mp; 2113 MoveType blocked, move_type;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2114
2387 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2388 { 2116 {
2389 exclude = exclude->head; 2117 exclude = exclude->head;
2390 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2400 mp = m; 2128 mp = m;
2401 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2403 2131
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2405 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2135 max = maxfree[i];
2408 }
2409 else 2136 else
2410 { 2137 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2412 2141
2413 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2143 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2418 { 2145 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break; 2149 break;
2424 } 2150
2425 }
2426 if (tmp) 2151 if (tmp)
2427 {
2428 return freedir[i]; 2152 return freedir[i];
2429 }
2430 } 2153 }
2431 } 2154 }
2432 } 2155 }
2156
2433 return 0; 2157 return 0;
2434} 2158}
2435 2159
2436/* 2160/*
2437 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2162 * distance between the two given objects.
2439 */ 2163 */
2440
2441int 2164int
2442distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2443{ 2166{
2444 int
2445 i;
2446
2447 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);
2448 return i;
2449} 2168}
2450 2169
2451/* 2170/*
2452 * 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
2453 * 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
2454 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2455 */ 2174 */
2456
2457int 2175int
2458find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2459{ 2177{
2460 int 2178 int q;
2461 q;
2462 2179
2463 if (y) 2180 if (y)
2464 q = x * 100 / y; 2181 q = x * 100 / y;
2465 else if (x) 2182 else if (x)
2466 q = -300 * x; 2183 q = -300 * x;
2501int 2218int
2502absdir (int d) 2219absdir (int d)
2503{ 2220{
2504 while (d < 1) 2221 while (d < 1)
2505 d += 8; 2222 d += 8;
2223
2506 while (d > 8) 2224 while (d > 8)
2507 d -= 8; 2225 d -= 8;
2226
2508 return d; 2227 return d;
2509} 2228}
2510 2229
2511/* 2230/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 */ 2233 */
2515 2234
2516int 2235int
2517dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2518{ 2237{
2519 int 2238 int d;
2520 d;
2521 2239
2522 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2523 if (d > 4) 2241 if (d > 4)
2524 d = 8 - d; 2242 d = 8 - d;
2243
2525 return d; 2244 return d;
2526} 2245}
2527 2246
2528/* peterm: 2247/* peterm:
2529 * 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.
2532 * 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
2533 * 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.
2534 * 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
2535 * functions. 2254 * functions.
2536 */ 2255 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2311 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2596 */ 2313 */
2597
2598
2599int 2314int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2316{
2602 sint16 2317 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2318 int mflags;
2607 2319
2608 if (dir < 0) 2320 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2610 2322
2611 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2624 return 0; 2336 return 0;
2625 2337
2626 /* yes, can see. */ 2338 /* yes, can see. */
2627 if (dir < 9) 2339 if (dir < 9)
2628 return 1; 2340 return 1;
2341
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2345}
2632
2633
2634 2346
2635/* 2347/*
2636 * 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
2637 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2364}
2653 2365
2654
2655/* 2366/*
2656 * create clone from object to another 2367 * create clone from object to another
2657 */ 2368 */
2658object * 2369object *
2659object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2660{ 2371{
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2663 2373
2664 if (!asrc) 2374 if (!asrc)
2665 return NULL; 2375 return 0;
2376
2666 src = asrc; 2377 src = asrc;
2667 if (src->head) 2378 if (src->head)
2668 src = src->head; 2379 src = src->head;
2669 2380
2670 prev = NULL; 2381 prev = 0;
2671 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2672 { 2383 {
2673 tmp = get_object (); 2384 tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x; 2385 tmp->x -= src->x;
2676 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2677 if (!part->head) 2388 if (!part->head)
2678 { 2389 {
2679 dst = tmp; 2390 dst = tmp;
2680 tmp->head = NULL; 2391 tmp->head = 0;
2681 } 2392 }
2682 else 2393 else
2683 {
2684 tmp->head = dst; 2394 tmp->head = dst;
2685 } 2395
2686 tmp->more = NULL; 2396 tmp->more = 0;
2397
2687 if (prev) 2398 if (prev)
2688 prev->more = tmp; 2399 prev->more = tmp;
2400
2689 prev = tmp; 2401 prev = tmp;
2690 } 2402 }
2691 2403
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2406
2698 return dst; 2407 return dst;
2699} 2408}
2700 2409
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2721
2722object * 2416object *
2723load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2724{ 2418{
2725 object * 2419 object *op;
2726 op;
2727 char
2728 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2729 2421
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731 2423
2732 FILE *
2733 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2734 2425
2735 if (tempfile == NULL) 2426 if (tempfile == NULL)
2736 { 2427 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL; 2429 return NULL;
2739 }; 2430 }
2431
2740 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2433 fclose (tempfile);
2742 2434
2743 op = get_object (); 2435 op = object::create ();
2744 2436
2745 object_thawer 2437 object_thawer thawer (filename);
2746 thawer (filename);
2747 2438
2748 if (thawer) 2439 if (thawer)
2749 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2750 2441
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 * returns NULL if no match. 2450 * returns NULL if no match.
2760 */ 2451 */
2761object * 2452object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2454{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2457 return tmp;
2770 2458
2771 return NULL; 2459 return 0;
2772} 2460}
2773 2461
2774/* 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,
2775 * otherwise return NULL. 2463 * otherwise return NULL.
2776 * 2464 *
2778 * do the desired thing. 2466 * do the desired thing.
2779 */ 2467 */
2780key_value * 2468key_value *
2781get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2782{ 2470{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2472 if (link->key == key)
2789 {
2790 return link; 2473 return link;
2791 }
2792 }
2793 2474
2794 return NULL; 2475 return 0;
2795} 2476}
2796 2477
2797/* 2478/*
2798 * 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.
2799 * 2480 *
2802 * The returned string is shared. 2483 * The returned string is shared.
2803 */ 2484 */
2804const char * 2485const char *
2805get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2806{ 2487{
2807 key_value * 2488 key_value *link;
2808 link; 2489 shstr_cmp canonical_key (key);
2809 const char *
2810 canonical_key;
2811 2490
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL) 2491 if (!canonical_key)
2815 { 2492 {
2816 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2820 */ 2497 */
2821 return NULL; 2498 return 0;
2822 } 2499 }
2823 2500
2824 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2826 */ 2503 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2828 {
2829 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2830 {
2831 return link->value; 2506 return link->value;
2832 } 2507
2833 }
2834 return NULL; 2508 return 0;
2835} 2509}
2836 2510
2837 2511
2838/* 2512/*
2839 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2846 * Returns TRUE on success. 2520 * Returns TRUE on success.
2847 */ 2521 */
2848int 2522int
2849set_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)
2850{ 2524{
2851 key_value *
2852 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2853 2526
2854 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2855 { 2528 {
2856 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2857 { 2530 {
2875 if (last) 2548 if (last)
2876 last->next = field->next; 2549 last->next = field->next;
2877 else 2550 else
2878 op->key_values = field->next; 2551 op->key_values = field->next;
2879 2552
2880 delete
2881 field; 2553 delete field;
2882 } 2554 }
2883 } 2555 }
2884 return TRUE; 2556 return TRUE;
2885 } 2557 }
2886 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2887 2559
2888 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2889 2561
2890 if (!add_key) 2562 if (!add_key)
2891 {
2892 return FALSE; 2563 return FALSE;
2893 } 2564
2894 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2898 * should pass in "" 2569 * should pass in ""
2921 * Returns TRUE on success. 2592 * Returns TRUE on success.
2922 */ 2593 */
2923int 2594int
2924set_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)
2925{ 2596{
2926 shstr
2927 key_ (key); 2597 shstr key_ (key);
2928 2598
2929 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2930} 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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