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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.24 2006/09/10 16:00:23 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
47 44
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 57};
61 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 137static int
64compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
65{ 139{
66 key_value *wants_field; 140 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
71 */ 145 */
72 146
73 /* For each field in wants, */ 147 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 149 {
76 key_value *has_field; 150 key_value *has_field;
77 151
78 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
113 * 187 *
114 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
117 * 191 *
118 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
119 * 193 *
120 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
121 * check weight 195 * check weight
122 */ 196 */
123
124bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
125{ 198{
126 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
128 return 0; 205 return 0;
129 206
130 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 210 * used to store nrof).
136 */ 211 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 223
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 226
152 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 252 return 0;
184 253
185 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 255 * check all objects in the inventory.
187 */ 256 */
190 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 261 return 0;
193 262
194 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 265 return 0;
197 266
198 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 268 * if it is valid.
200 */ 269 */
209 278
210 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
212 * check? 281 * check?
213 */ 282 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 284 return 0;
216 285
217 switch (ob1->type) 286 switch (ob1->type)
218 { 287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
221 return 0; 290 return 0;
222 break; 291 break;
223 } 292 }
224 293
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 295 {
227 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
249/* 318/*
250 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
253 */ 322 */
254signed long 323long
255sum_weight (object *op) 324sum_weight (object *op)
256{ 325{
257 signed long sum; 326 long sum;
258 object *inv; 327 object *inv;
259 328
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 330 {
262 if (inv->inv) 331 if (inv->inv)
263 sum_weight (inv); 332 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 334 }
335
266 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
268 if (op->carrying != sum) 339 if (op->carrying != sum)
269 op->carrying = sum; 340 op->carrying = sum;
341
270 return sum; 342 return sum;
271} 343}
272 344
273/** 345/**
274 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
281 op = op->env; 353 op = op->env;
282 return op; 354 return op;
283} 355}
284 356
285/* 357/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 359 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
304 */ 361 */
305 362
306void 363char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 364dump_object (object *op)
362{ 365{
363 if (op == NULL) 366 if (!op)
364 { 367 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 368
372void 369 object_freezer freezer;
373dump_all_objects (void) 370 save_object (freezer, op, 1);
374{ 371 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 372}
383 373
384/* 374/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
402} 392}
403 393
404/* 394/*
405 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
406 */ 396 */
407
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 return ((unsigned int)i) < objects.size ()
412 401 ? objects [i]
413 for (op = objects; op != NULL; op = op->next) 402 : 0;
414 if (op->count == i)
415 break;
416 return op;
417} 403}
418 404
419/* 405/*
420 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
423 */ 409 */
424
425object * 410object *
426find_object_name (const char *str) 411find_object_name (const char *str)
427{ 412{
428 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
429 object *op; 414 object *op;
430 415
431 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
432 if (&op->name == name) 417 if (op->name == str_)
433 break; 418 break;
434 419
435 return op; 420 return op;
436} 421}
437 422
440{ 425{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 427}
443 428
444/* 429/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 431 * skill and experience objects.
485 */ 432 */
486void 433void
487set_owner (object *op, object *owner) 434object::set_owner (object *owner)
488{ 435{
489 if (owner == NULL || op == NULL) 436 if (!owner)
490 return; 437 return;
491 438
492 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
498 */ 445 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 446 while (owner->owner)
500 owner = owner->owner; 447 owner = owner->owner;
501 448
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 449 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512
513}
514
515/* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 {
532 /* players don't have owners - they own themselves. Update
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return;
539 }
540 set_owner (op, owner);
541
542} 450}
543 451
544/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links. 453 * refcounts and freeing the links.
546 */ 454 */
556 } 464 }
557 465
558 op->key_values = 0; 466 op->key_values = 0;
559} 467}
560 468
561void object::clear ()
562{
563 attachable_base::clear ();
564
565 free_key_values (this);
566
567 name = 0;
568 name_pl = 0;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/* 469/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
626 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
627 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
630 * will point at garbage. 475 * will point at garbage.
631 */ 476 */
632
633void 477void
634copy_object (object *op2, object *op) 478object::copy_to (object *dst)
635{ 479{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
638 482
639 op2->clone (op); 483 *(object_copy *)dst = *this;
640 484
641 if (is_freed) 485 if (is_freed)
642 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
643 if (is_removed) 488 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
645 490
646 if (op2->speed < 0) 491 if (speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
648 493
649 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
650 if (op2->key_values) 495 if (key_values)
651 { 496 {
652 key_value *tail = 0; 497 key_value *tail = 0;
653 key_value *i; 498 key_value *i;
654 499
655 op->key_values = 0; 500 dst->key_values = 0;
656 501
657 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
658 { 503 {
659 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
660 505
661 new_link->next = 0; 506 new_link->next = 0;
662 new_link->key = i->key; 507 new_link->key = i->key;
663 new_link->value = i->value; 508 new_link->value = i->value;
664 509
665 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
666 if (!op->key_values) 511 if (!dst->key_values)
667 { 512 {
668 op->key_values = new_link; 513 dst->key_values = new_link;
669 tail = new_link; 514 tail = new_link;
670 } 515 }
671 else 516 else
672 { 517 {
673 tail->next = new_link; 518 tail->next = new_link;
674 tail = new_link; 519 tail = new_link;
675 } 520 }
676 } 521 }
677 } 522 }
678 523
679 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
680} 533}
681 534
682/* 535/*
683 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
684 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
685 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
686 */ 539 */
687
688void 540void
689update_turn_face (object *op) 541update_turn_face (object *op)
690{ 542{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
692 return; 544 return;
545
693 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
695} 548}
696 549
697/* 550/*
698 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
699 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
700 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
701 */ 554 */
702
703void 555void
704update_ob_speed (object *op) 556object::set_speed (float speed)
705{ 557{
706 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 { 559 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0; 561 speed = 0;
719#endif
720 }
721 if (arch_init)
722 { 562 }
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730 563
731 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
732 * of the list. */ 565
733 op->active_next = active_objects; 566 if (has_active_speed ())
734 if (op->active_next != NULL) 567 activate ();
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 568 else
739 { 569 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 570}
760 571
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 572/*
793 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...) 576 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
798 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
800 * 580 *
801 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 582 * current action are:
807 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
812 */ 588 */
813
814void 589void
815update_object (object *op, int action) 590update_object (object *op, int action)
816{ 591{
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
819 593
820 if (op == NULL) 594 if (op == NULL)
821 { 595 {
822 /* this should never happen */ 596 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return; 598 return;
825 } 599 }
826 600
827 if (op->env != NULL) 601 if (op->env)
828 { 602 {
829 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
830 * to do in this case. 604 * to do in this case.
831 */ 605 */
832 return; 606 return;
837 */ 611 */
838 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return; 613 return;
840 614
841 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
842 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
843 { 617 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 619#ifdef MANY_CORES
846 abort (); 620 abort ();
847#endif 621#endif
848 return; 622 return;
849 } 623 }
850 624
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
858 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
859 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
865 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now. 642 * to have move_allow right now.
883 */ 643 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 646 m.flags_ = 0;
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 647 }
890 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 650 * that is being removed.
893 */ 651 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 653 m.flags_ = 0;
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
901 }
902 else 656 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 658
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL) 659 if (op->more)
914 update_object (op->more, action); 660 update_object (op->more, action);
915} 661}
916 662
917static 663object *object::first;
918std::vector < object *>
919 mortals;
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928}
929 664
930object::object () 665object::object ()
931{ 666{
932 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
933 668
934 expmul = 1.0; 669 expmul = 1.0;
935 face = blank_face; 670 face = blank_face;
936 attacked_by_count = -1;
937} 671}
938 672
939object::~object () 673object::~object ()
940{ 674{
941 free_key_values (this); 675 free_key_values (this);
942} 676}
943 677
944void object::link () 678void object::link ()
945{ 679{
946 count = ++ob_count; 680 uuid = gen_uuid ();
947 681
948 prev = 0; 682 refcnt_inc ();
949 next = objects; 683 objects.insert (this);
950
951 if (objects)
952 objects->prev = this;
953
954 objects = this;
955} 684}
956 685
957void object::unlink () 686void object::unlink ()
958{ 687{
959 count = 0; 688 objects.erase (this);
689 refcnt_dec ();
690}
960 691
961 /* Remove this object from the list of used objects */ 692void
962 if (prev) 693object::activate ()
963 prev->next = next; 694{
964 if (next) 695 /* If already on active list, don't do anything */
965 next->prev = prev; 696 if (active)
966 if (this == objects) 697 return;
967 objects = next; 698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
968} 795}
969 796
970object *object::create () 797object *object::create ()
971{ 798{
972 object *
973 op = new object; 799 object *op = new object;
974
975 op->link (); 800 op->link ();
976 return op; 801 return op;
977} 802}
978 803
979/* 804void
980 * free_object() frees everything allocated by an object, removes 805object::do_destroy ()
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 806{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 807 if (flag [FLAG_IS_LINKED])
992 { 808 remove_button_link (this);
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995#ifdef MANY_CORES
996 abort ();
997#endif
998 }
999 809
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 810 if (flag [FLAG_FRIENDLY])
1001 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 remove_friendly_object (this); 811 remove_friendly_object (this);
1004 }
1005 812
1006 if (QUERY_FLAG (this, FLAG_FREED)) 813 if (!flag [FLAG_REMOVED])
1007 { 814 remove ();
1008 dump_object (this); 815
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 816 if (flag [FLAG_FREED])
1010 return; 817 return;
818
819 set_speed (0);
820
821 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
1011 } 842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
1012 850
1013 if (more) 851 if (more)
1014 { 852 {
1015 more->free (free_inventory); 853 more->destroy ();
1016 more = 0; 854 more = 0;
1017 } 855 }
1018 856
1019 if (inv) 857 // clear those pointers that likely might have circular references to us
1020 { 858 owner = 0;
1021 /* Only if the space blocks everything do we not process - 859 enemy = 0;
1022 * if some form of movement is allowed, let objects 860 attacked_by = 0;
1023 * drop on that space. 861}
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029 862
1030 while (op) 863void
1031 { 864object::destroy (bool destroy_inventory)
1032 object * 865{
1033 tmp = op->below; 866 if (destroyed ())
867 return;
1034 868
1035 remove_ob (op); 869 if (destroy_inventory)
1036 op->free (free_inventory); 870 destroy_inv (false);
1037 op = tmp;
1038 }
1039 }
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044 871
1045 while (op) 872 attachable::destroy ();
1046 {
1047 object *
1048 tmp = op->below;
1049
1050 remove_ob (op);
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0;
1069 update_ob_speed (this);
1070
1071 unlink ();
1072
1073 SET_FLAG (this, FLAG_FREED);
1074
1075 mortals.push_back (this);
1076} 873}
1077 874
1078/* 875/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1081 */ 878 */
1082
1083void 879void
1084sub_weight (object *op, signed long weight) 880sub_weight (object *op, signed long weight)
1085{ 881{
1086 while (op != NULL) 882 while (op != NULL)
1087 { 883 {
1088 if (op->type == CONTAINER) 884 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 } 886
1092 op->carrying -= weight; 887 op->carrying -= weight;
1093 op = op->env; 888 op = op->env;
1094 } 889 }
1095} 890}
1096 891
1097/* remove_ob(op): 892/* op->remove ():
1098 * This function removes the object op from the linked list of objects 893 * This function removes the object op from the linked list of objects
1099 * which it is currently tied to. When this function is done, the 894 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 897 * the previous environment.
1103 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1104 */ 899 */
1105
1106void 900void
1107remove_ob (object *op) 901object::remove ()
1108{ 902{
903 object *tmp, *last = 0;
1109 object * 904 object *otmp;
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 905
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 907 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 908
1130 /* Changed it to always dump core in this case. As has been learned
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 SET_FLAG (op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
911
912 if (more)
913 more->remove ();
1146 914
1147 /* 915 /*
1148 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1149 * inventory. 917 * inventory.
1150 */ 918 */
1151 if (op->env != NULL) 919 if (env)
1152 { 920 {
1153 if (op->nrof) 921 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 922 sub_weight (env, weight * nrof);
1155 else 923 else
1156 sub_weight (op->env, op->weight + op->carrying); 924 sub_weight (env, weight + carrying);
1157 925
1158 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 928 * to save cpu time.
1161 */ 929 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 931 otmp->update_stats ();
1164 932
1165 if (op->above != NULL) 933 if (above)
1166 op->above->below = op->below; 934 above->below = below;
1167 else 935 else
1168 op->env->inv = op->below; 936 env->inv = below;
1169 937
1170 if (op->below != NULL) 938 if (below)
1171 op->below->above = op->above; 939 below->above = above;
1172 940
1173 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
1176 */ 944 */
1177 op->x = op->env->x, op->y = op->env->y; 945 x = env->x, y = env->y;
1178 op->map = op->env->map; 946 map = env->map;
1179 op->above = NULL, op->below = NULL; 947 above = 0, below = 0;
1180 op->env = NULL; 948 env = 0;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 { 949 }
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 950 else if (map)
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 } 951 {
1202 if (op->map != m) 952 if (type == PLAYER)
1203 { 953 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 954 --map->players;
1205 op->map->path, m->path, op->x, op->y, x, y); 955 map->touch ();
1206 } 956 }
1207 957
1208 /* Re did the following section of code - it looks like it had 958 map->dirty = true;
1209 * lots of logic for things we no longer care about
1210 */
1211 959
1212 /* link the object above us */ 960 /* link the object above us */
1213 if (op->above) 961 if (above)
1214 op->above->below = op->below; 962 above->below = below;
1215 else 963 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1217 965
1218 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1219 if (op->below) 967 if (below)
1220 {
1221 op->below->above = op->above; 968 below->above = above;
1222 }
1223 else 969 else
1224 { 970 {
1225 /* Nothing below, which means we need to relink map object for this space 971 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is 972 * use translated coordinates in case some oddness with map tiling is
1227 * evident 973 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 {
1231 dump_object (op);
1232 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",
1233 errmsg);
1234 dump_object (GET_MAP_OB (m, x, y));
1235 LOG (llevError, "%s\n", errmsg);
1236 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241
1242 if (op->map->in_memory == MAP_SAVING)
1243 return;
1244
1245 tag = op->count;
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1249 /* No point updating the players look faces if he is the object
1250 * being removed.
1251 */
1252
1253 if (tmp->type == PLAYER && tmp != op)
1254 {
1255 /* If a container that the player is currently using somehow gets
1256 * removed (most likely destroyed), update the player view
1257 * appropriately.
1258 */ 974 */
1259 if (tmp->container == op) 975 if (GET_MAP_OB (map, x, y) != this)
1260 { 976 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 977 char *dump = dump_object (this);
1262 tmp->container = NULL; 978 LOG (llevError,
979 "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);
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
1263 } 984 }
1264 tmp->contr->socket.update_look = 1; 985
1265 } 986 map->at (x, y).bot = above; /* goes on above it. */
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 { 987 }
1269 988
1270 move_apply (tmp, op, NULL); 989 above = 0;
1271 if (was_destroyed (op, tag)) 990 below = 0;
991
992 if (map->in_memory == MAP_SAVING)
993 return;
994
995 int check_walk_off = !flag [FLAG_NO_APPLY];
996
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
998 {
999 /* No point updating the players look faces if he is the object
1000 * being removed.
1001 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1272 { 1004 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1274 } 1017 }
1018
1019 /* See if object moving off should effect something */
1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 {
1024 move_apply (tmp, this, 0);
1025
1026 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1275 } 1028 }
1276 1029
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1279 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1280 tmp->above = NULL; 1033 tmp->above = 0;
1034
1281 last = tmp; 1035 last = tmp;
1282 } 1036 }
1037
1283 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1039 //TODO: this makes little sense, why only update the topmost object?
1285 { 1040 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1041 map->at (x, y).flags_ = 0;
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1042 else
1295 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1296 1044
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1299 1047 }
1300} 1048}
1301 1049
1302/* 1050/*
1303 * merge_ob(op,top): 1051 * merge_ob(op,top):
1304 * 1052 *
1305 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1054 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1057 */
1310
1311object * 1058object *
1312merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1313{ 1060{
1314 if (!op->nrof) 1061 if (!op->nrof)
1315 return 0; 1062 return 0;
1316 if (top == NULL) 1063
1064 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1318 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1319 { 1069 {
1320 if (top == op) 1070 if (top == op)
1321 continue; 1071 continue;
1322 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1323 { 1074 {
1324 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1325 1076
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1079 op->destroy ();
1329 free_object (op);
1330 return top; 1080 return top;
1331 } 1081 }
1332 } 1082 }
1083
1333 return NULL; 1084 return 0;
1334} 1085}
1335 1086
1336/* 1087/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1339 */ 1090 */
1340object * 1091object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1093{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1095 {
1350 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1352 } 1098 }
1099
1353 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1354} 1101}
1355 1102
1356/* 1103/*
1357 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1118 * Return value:
1372 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1121 * just 'op' otherwise
1375 */ 1122 */
1376
1377object * 1123object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1125{
1380 object * 1126 object *tmp, *top, *floor = NULL;
1381 tmp, * 1127 sint16 x, y;
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1128
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1389 { 1130 {
1390 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL; 1132 return NULL;
1392 } 1133 }
1393 if (m == NULL) 1134
1135 if (!m)
1394 { 1136 {
1395 dump_object (op); 1137 char *dump = dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1397 return op; 1140 return op;
1398 } 1141 }
1142
1399 if (out_of_map (m, op->x, op->y)) 1143 if (out_of_map (m, op->x, op->y))
1400 { 1144 {
1401 dump_object (op); 1145 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1147#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1148 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1149 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1150 * improperly inserted.
1407 */ 1151 */
1408 abort (); 1152 abort ();
1409#endif 1153#endif
1154 free (dump);
1410 return op; 1155 return op;
1411 } 1156 }
1157
1412 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 { 1159 {
1414 dump_object (op); 1160 char *dump = dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1416 return op; 1163 return op;
1417 } 1164 }
1165
1418 if (op->more != NULL) 1166 if (op->more)
1419 { 1167 {
1420 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1421 1169
1422 object *
1423 more = op->more; 1170 object *more = op->more;
1424 1171
1425 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1426 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1429 */ 1176 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map) 1179 else if (!more->map)
1435 { 1180 {
1436 /* For backwards compatibility - when not dealing with tiled maps, 1181 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent. 1182 * more->map should always point to the parent.
1438 */ 1183 */
1441 1186
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 { 1188 {
1444 if (!op->head) 1189 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1446 return NULL; 1192 return 0;
1447 } 1193 }
1448 } 1194 }
1195
1449 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1197
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1198 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1199 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1200 * need extra work
1457 y = op->y; 1204 y = op->y;
1458 1205
1459 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1460 */ 1207 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1210 if (object::can_merge (op, tmp))
1465 { 1211 {
1466 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1213 tmp->destroy ();
1468 free_object (tmp);
1469 } 1214 }
1470 }
1471 1215
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1219 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1220 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1221
1477 if (flag & INS_BELOW_ORIGINATOR) 1222 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1223 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1224 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1225 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1226 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1227 abort ();
1483 } 1228 }
1229
1484 op->above = originator; 1230 op->above = originator;
1485 op->below = originator->below; 1231 op->below = originator->below;
1232
1486 if (op->below) 1233 if (op->below)
1487 op->below->above = op; 1234 op->below->above = op;
1488 else 1235 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1236 op->ms ().bot = op;
1237
1490 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1491 originator->below = op; 1239 originator->below = op;
1492 } 1240 }
1493 else 1241 else
1494 { 1242 {
1495 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497 { 1245 {
1498 object * 1246 object *last = 0;
1499 last = NULL;
1500 1247
1501 /* 1248 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1512 */ 1259 */
1513
1514 while (top != NULL) 1260 while (top)
1515 { 1261 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1263 floor = top;
1264
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 { 1266 {
1520 /* We insert above top, so we want this object below this */ 1267 /* We insert above top, so we want this object below this */
1521 top = top->below; 1268 top = top->below;
1522 break; 1269 break;
1523 } 1270 }
1271
1524 last = top; 1272 last = top;
1525 top = top->above; 1273 top = top->above;
1526 } 1274 }
1275
1527 /* Don't want top to be NULL, so set it to the last valid object */ 1276 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last; 1277 top = last;
1529 1278
1530 /* We let update_position deal with figuring out what the space 1279 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1280 * looks like instead of lots of conditions here.
1537 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1288 * stacking is a bit odd.
1540 */ 1289 */
1541 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543 { 1292 {
1544 for (last = top; last != floor; last = last->below) 1293 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1295 break;
1547 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1551 */ 1300 */
1552 if (last && last->below && last != floor) 1301 if (last && last->below && last != floor)
1553 top = last->below; 1302 top = last->below;
1554 } 1303 }
1555 } /* If objects on this space */ 1304 } /* If objects on this space */
1305
1556 if (flag & INS_MAP_LOAD) 1306 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y); 1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1309 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1310 top = floor;
1560 1311
1561 /* Top is the object that our object (op) is going to get inserted above. 1312 /* Top is the object that our object (op) is going to get inserted above.
1562 */ 1313 */
1563 1314
1564 /* First object on this space */ 1315 /* First object on this space */
1565 if (!top) 1316 if (!top)
1566 { 1317 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1319
1568 if (op->above) 1320 if (op->above)
1569 op->above->below = op; 1321 op->above->below = op;
1322
1570 op->below = NULL; 1323 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1572 } 1325 }
1573 else 1326 else
1574 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1575 op->above = top->above; 1328 op->above = top->above;
1329
1576 if (op->above) 1330 if (op->above)
1577 op->above->below = op; 1331 op->above->below = op;
1332
1578 op->below = top; 1333 op->below = top;
1579 top->above = op; 1334 top->above = op;
1580 } 1335 }
1336
1581 if (op->above == NULL) 1337 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1338 op->ms ().top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1584 1340
1585 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1586 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1587 1349
1588 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1589 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1590 */ 1352 */
1591 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1354 if (object *pl = op->ms ().player ())
1593 { 1355 if (pl->contr->ns)
1594 if (tmp->type == PLAYER) 1356 pl->contr->ns->floorbox_update ();
1595 tmp->contr->socket.update_look = 1;
1596 }
1597 1357
1598 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1365 * of effect may be sufficient.
1606 */ 1366 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1609
1610 1369
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1613 1372
1373 INVOKE_OBJECT (INSERT, op);
1614 1374
1615 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1617 * 1377 *
1618 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1381 * update_object().
1622 */ 1382 */
1623 1383
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 { 1386 {
1628 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1629 return NULL; 1388 return 0;
1630 1389
1631 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1632 * walk on's. 1391 * walk on's.
1633 */ 1392 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1636 return NULL; 1395 return 0;
1637 } 1396 }
1397
1638 return op; 1398 return op;
1639} 1399}
1640 1400
1641/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first. 1402 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map. 1403 * op is the object to insert it under: supplies x and the map.
1644 */ 1404 */
1645void 1405void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1407{
1648 object * 1408 object *tmp, *tmp1;
1649 tmp;
1650 object *
1651 tmp1;
1652 1409
1653 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1654 1411
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 { 1414 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1415
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1665
1666 1417
1667 tmp1->x = op->x; 1418 tmp1->x = op->x;
1668 tmp1->y = op->y; 1419 tmp1->y = op->y;
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1670} 1427}
1671 1428
1672/* 1429/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1434 * global static errmsg array.
1678 */ 1435 */
1679
1680object * 1436object *
1681get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1682{ 1438{
1683 object * 1439 object *newob;
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687 1441
1688 if (orig_ob->nrof < nr) 1442 if (orig_ob->nrof < nr)
1689 { 1443 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL; 1445 return NULL;
1692 } 1446 }
1447
1693 newob = object_create_clone (orig_ob); 1448 newob = object_create_clone (orig_ob);
1449
1694 if ((orig_ob->nrof -= nr) < 1) 1450 if ((orig_ob->nrof -= nr) < 1)
1695 { 1451 orig_ob->destroy (1);
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed) 1452 else if (!is_removed)
1701 { 1453 {
1702 if (orig_ob->env != NULL) 1454 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1706 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1458 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1459 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL; 1460 return NULL;
1709 } 1461 }
1710 } 1462 }
1463
1711 newob->nrof = nr; 1464 newob->nrof = nr;
1712 1465
1713 return newob; 1466 return newob;
1714} 1467}
1715 1468
1722 */ 1475 */
1723 1476
1724object * 1477object *
1725decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1726{ 1479{
1727 object * 1480 object *tmp;
1728 tmp;
1729 player *
1730 pl;
1731 1481
1732 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1733 return op; 1483 return op;
1734 1484
1735 if (i > op->nrof) 1485 if (i > op->nrof)
1736 i = op->nrof; 1486 i = op->nrof;
1737 1487
1738 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i; 1489 op->nrof -= i;
1741 }
1742 else if (op->env != NULL) 1490 else if (op->env)
1743 { 1491 {
1744 /* is this object in the players inventory, or sub container 1492 /* is this object in the players inventory, or sub container
1745 * therein? 1493 * therein?
1746 */ 1494 */
1747 tmp = is_player_inv (op->env); 1495 tmp = op->in_player ();
1748 /* nope. Is this a container the player has opened? 1496 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player. 1497 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly 1498 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map, 1499 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player. 1500 * and then searching the map for a player.
1753 */ 1501 */
1754 if (!tmp) 1502 if (!tmp)
1755 { 1503 for_all_players (pl)
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env) 1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1758 break; 1507 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 } 1508 }
1764 1509
1765 if (i < op->nrof) 1510 if (i < op->nrof)
1766 { 1511 {
1767 sub_weight (op->env, op->weight * i); 1512 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i; 1513 op->nrof -= i;
1769 if (tmp) 1514 if (tmp)
1770 {
1771 esrv_send_item (tmp, op); 1515 esrv_send_item (tmp, op);
1772 }
1773 } 1516 }
1774 else 1517 else
1775 { 1518 {
1776 remove_ob (op); 1519 op->remove ();
1777 op->nrof = 0; 1520 op->nrof = 0;
1778 if (tmp) 1521 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count); 1522 esrv_del_item (tmp->contr, op->count);
1781 }
1782 } 1523 }
1783 } 1524 }
1784 else 1525 else
1785 { 1526 {
1786 object *
1787 above = op->above; 1527 object *above = op->above;
1788 1528
1789 if (i < op->nrof) 1529 if (i < op->nrof)
1790 {
1791 op->nrof -= i; 1530 op->nrof -= i;
1792 }
1793 else 1531 else
1794 { 1532 {
1795 remove_ob (op); 1533 op->remove ();
1796 op->nrof = 0; 1534 op->nrof = 0;
1797 } 1535 }
1536
1798 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1800 if (tmp->type == PLAYER) 1539 if (tmp->type == PLAYER)
1801 { 1540 {
1802 if (op->nrof) 1541 if (op->nrof)
1803 esrv_send_item (tmp, op); 1542 esrv_send_item (tmp, op);
1804 else 1543 else
1805 esrv_del_item (tmp->contr, op->count); 1544 esrv_del_item (tmp->contr, op->count);
1806 } 1545 }
1807 } 1546 }
1808 1547
1809 if (op->nrof) 1548 if (op->nrof)
1810 {
1811 return op; 1549 return op;
1812 }
1813 else 1550 else
1814 { 1551 {
1815 free_object (op); 1552 op->destroy ();
1816 return NULL; 1553 return 0;
1817 } 1554 }
1818} 1555}
1819 1556
1820/* 1557/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1826add_weight (object *op, signed long weight) 1563add_weight (object *op, signed long weight)
1827{ 1564{
1828 while (op != NULL) 1565 while (op != NULL)
1829 { 1566 {
1830 if (op->type == CONTAINER) 1567 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 } 1569
1834 op->carrying += weight; 1570 op->carrying += weight;
1835 op = op->env; 1571 op = op->env;
1836 } 1572 }
1837} 1573}
1838 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1839/* 1595/*
1840 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1841 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1842 * inside the object environment. 1598 * inside the object environment.
1843 * 1599 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can 1600 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1851 */ 1602 */
1852 1603
1853object * 1604object *
1854insert_ob_in_ob (object *op, object *where) 1605object::insert (object *op)
1855{ 1606{
1856 object * 1607 object *tmp, *otmp;
1857 tmp, *
1858 otmp;
1859 1608
1860 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 { 1610 op->remove ();
1862 dump_object (op); 1611
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1612 if (op->more)
1878 { 1613 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1615 return op;
1881 } 1616 }
1617
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1884 if (op->nrof) 1620 if (op->nrof)
1885 { 1621 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1623 if (object::can_merge (tmp, op))
1888 { 1624 {
1889 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1626 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1894 */ 1630 */
1895 add_weight (where, op->weight * op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1898 op = tmp; 1634 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break; 1637 break;
1902 } 1638 }
1903 1639
1904 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract 1642 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do 1643 * the weight, so we need to add it in again, since we actually do
1908 * the linking below 1644 * the linking below
1909 */ 1645 */
1910 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1911 } 1647 }
1912 else 1648 else
1913 add_weight (where, (op->weight + op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1914 1650
1915 otmp = is_player_inv (where); 1651 otmp = this->in_player ();
1916 if (otmp && otmp->contr != NULL) 1652 if (otmp && otmp->contr)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp); 1654 otmp->update_stats ();
1920 }
1921 1655
1922 op->map = NULL; 1656 op->map = 0;
1923 op->env = where; 1657 op->env = this;
1924 op->above = NULL; 1658 op->above = 0;
1925 op->below = NULL; 1659 op->below = 0;
1926 op->x = 0, op->y = 0; 1660 op->x = 0, op->y = 0;
1927 1661
1928 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1663 if ((op->glow_radius != 0) && map)
1930 { 1664 {
1931#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map)) 1668 if (map->darkness)
1935 update_all_los (where->map, where->x, where->y); 1669 update_all_los (map, x, y);
1936 } 1670 }
1937 1671
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1939 * It sure simplifies this function... 1673 * It sure simplifies this function...
1940 */ 1674 */
1941 if (where->inv == NULL) 1675 if (!inv)
1942 where->inv = op; 1676 inv = op;
1943 else 1677 else
1944 { 1678 {
1945 op->below = where->inv; 1679 op->below = inv;
1946 op->below->above = op; 1680 op->below->above = op;
1947 where->inv = op; 1681 inv = op;
1948 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1949 return op; 1686 return op;
1950} 1687}
1951 1688
1952/* 1689/*
1953 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1967 * 1704 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1707 * on top.
1971 */ 1708 */
1972
1973int 1709int
1974check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1975{ 1711{
1976 object * 1712 object *tmp;
1977 tmp; 1713 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1984 MoveType 1715
1985 move_on, 1716 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1717
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1719 return 0;
1991
1992 tag = op->count;
1993 1720
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1724
2013 1740
2014 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
2016 */ 1743 */
2017 1744
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2019 { 1746 {
2020 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1749 * we don't need to check all of them.
2023 */ 1750 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1752 break;
2026 } 1753 }
1754
2027 for (; tmp != NULL; tmp = tmp->below) 1755 for (; tmp; tmp = tmp->below)
2028 { 1756 {
2029 if (tmp == op) 1757 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1758 continue; /* Can't apply yourself */
2031 1759
2032 /* Check to see if one of the movement types should be slowed down. 1760 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1770 {
2043 1771
2044 float 1772 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1773 diff = tmp->move_slow_penalty * FABS (op->speed);
1774
2048 if (op->type == PLAYER) 1775 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1776 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))) 1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1778 diff /= 4.0;
2054 } 1779
2055 }
2056 op->speed_left -= diff; 1780 op->speed_left -= diff;
2057 } 1781 }
2058 } 1782 }
2059 1783
2060 /* Basically same logic as above, except now for actual apply. */ 1784 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1787 {
2064
2065 move_apply (tmp, op, originator); 1788 move_apply (tmp, op, originator);
1789
2066 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
2067 return 1; 1791 return 1;
2068 1792
2069 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
2072 */ 1796 */
2073 if (op->map != m || op->x != x || op->y != y) 1797 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1798 return 0;
2075 } 1799 }
2076 } 1800 }
1801
2077 return 0; 1802 return 0;
2078} 1803}
2079 1804
2080/* 1805/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2084 */ 1809 */
2085
2086object * 1810object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1812{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
2093 { 1814 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1816 return NULL;
2096 } 1817 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2098 if (tmp->arch == at) 1820 if (tmp->arch == at)
2099 return tmp; 1821 return tmp;
1822
2100 return NULL; 1823 return NULL;
2101} 1824}
2102 1825
2103/* 1826/*
2104 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2107 */ 1830 */
2108
2109object * 1831object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
2111{ 1833{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
2116 { 1835 {
2117 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1837 return NULL;
2119 } 1838 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2121 if (tmp->type == type) 1841 if (tmp->type == type)
2122 return tmp; 1842 return tmp;
1843
2123 return NULL; 1844 return NULL;
2124} 1845}
2125 1846
2126/* 1847/*
2127 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2130 */ 1851 */
2131
2132object * 1852object *
2133present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
2134{ 1854{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1856 if (tmp->type == type)
2140 return tmp; 1857 return tmp;
1858
2141 return NULL; 1859 return NULL;
2142} 1860}
2143 1861
2144/* 1862/*
2145 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1874 * to be unique.
2157 */ 1875 */
2158
2159object * 1876object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1878{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1881 return tmp;
2169 } 1882
2170 return NULL; 1883 return 0;
2171} 1884}
2172 1885
2173/* 1886/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2177 */ 1890 */
2178
2179object * 1891object *
2180present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2181{ 1893{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1895 if (tmp->arch == at)
2187 return tmp; 1896 return tmp;
1897
2188 return NULL; 1898 return NULL;
2189} 1899}
2190 1900
2191/* 1901/*
2192 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2193 */ 1903 */
2194void 1904void
2195flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2196{ 1906{
2197 object *
2198 tmp;
2199
2200 if (op->inv) 1907 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 { 1909 {
2203 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
2205 } 1912 }
2206} /* 1913}
1914
1915/*
2207 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2208 */ 1917 */
2209void 1918void
2210unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
2211{ 1920{
2212 object *
2213 tmp;
2214
2215 if (op->inv) 1921 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 { 1923 {
2218 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2220 } 1926 }
2221} 1927}
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
2228 */ 1934 */
2229
2230void 1935void
2231set_cheat (object *op) 1936set_cheat (object *op)
2232{ 1937{
2233 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 1961 * customized, changed states, etc.
2257 */ 1962 */
2258
2259int 1963int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 1965{
2262 int
2263 i,
2264 index = 0, flag; 1966 int index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2267 1968
2268 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2269 { 1970 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271 if (!flag) 1972 if (!flag)
2272 altern[index++] = i; 1973 altern [index++] = i;
2273 1974
2274 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2281 */ 1982 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i]; 1984 stop = maxfree[i];
2284 } 1985 }
1986
2285 if (!index) 1987 if (!index)
2286 return -1; 1988 return -1;
1989
2287 return altern[RANDOM () % index]; 1990 return altern[RANDOM () % index];
2288} 1991}
2289 1992
2290/* 1993/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 1998 */
2296
2297int 1999int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2001{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2004 return i;
2307 } 2005
2308 return -1; 2006 return -1;
2309} 2007}
2310 2008
2311/* 2009/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2013 */
2315static void 2014static void
2316permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2317{ 2016{
2318 int 2017 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2018 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2019
2329 tmp = arr[i]; 2020 while (--end)
2330 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2022}
2334 2023
2335/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2340 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2030 */
2342void 2031void
2343get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2344{ 2033{
2345 int 2034 int i;
2346 i;
2347 2035
2348 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2037 search_arr[i] = i;
2351 }
2352 2038
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2042}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2054 * there is capable of.
2369 */ 2055 */
2370
2371int 2056int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2058{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2377 sint16 2060
2378 nx, 2061 sint16 nx, ny;
2379 ny;
2380 object * 2062 object *tmp;
2381 tmp; 2063 maptile *mp;
2382 mapstruct * 2064
2383 mp; 2065 MoveType blocked, move_type;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2066
2388 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2389 { 2068 {
2390 exclude = exclude->head; 2069 exclude = exclude->head;
2391 move_type = exclude->move_type; 2070 move_type = exclude->move_type;
2401 mp = m; 2080 mp = m;
2402 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2404 2083
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2406 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2087 max = maxfree[i];
2409 }
2410 else 2088 else
2411 { 2089 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2413 2093
2414 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2095 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2419 { 2097 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2101 break;
2425 } 2102
2426 }
2427 if (tmp) 2103 if (tmp)
2428 {
2429 return freedir[i]; 2104 return freedir[i];
2430 }
2431 } 2105 }
2432 } 2106 }
2433 } 2107 }
2108
2434 return 0; 2109 return 0;
2435} 2110}
2436 2111
2437/* 2112/*
2438 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2114 * distance between the two given objects.
2440 */ 2115 */
2441
2442int 2116int
2443distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2444{ 2118{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2120}
2451 2121
2452/* 2122/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2456 */ 2126 */
2457
2458int 2127int
2459find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2460{ 2129{
2461 int 2130 int q;
2462 q;
2463 2131
2464 if (y) 2132 if (y)
2465 q = x * 100 / y; 2133 q = x * 100 / y;
2466 else if (x) 2134 else if (x)
2467 q = -300 * x; 2135 q = -300 * x;
2502int 2170int
2503absdir (int d) 2171absdir (int d)
2504{ 2172{
2505 while (d < 1) 2173 while (d < 1)
2506 d += 8; 2174 d += 8;
2175
2507 while (d > 8) 2176 while (d > 8)
2508 d -= 8; 2177 d -= 8;
2178
2509 return d; 2179 return d;
2510} 2180}
2511 2181
2512/* 2182/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2185 */
2516 2186
2517int 2187int
2518dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2519{ 2189{
2520 int 2190 int d;
2521 d;
2522 2191
2523 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2524 if (d > 4) 2193 if (d > 4)
2525 d = 8 - d; 2194 d = 8 - d;
2195
2526 return d; 2196 return d;
2527} 2197}
2528 2198
2529/* peterm: 2199/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2206 * functions.
2537 */ 2207 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2263 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2597 */ 2265 */
2598
2599
2600int 2266int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2268{
2603 sint16 2269 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2270 int mflags;
2608 2271
2609 if (dir < 0) 2272 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2611 2274
2612 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2625 return 0; 2288 return 0;
2626 2289
2627 /* yes, can see. */ 2290 /* yes, can see. */
2628 if (dir < 9) 2291 if (dir < 9)
2629 return 1; 2292 return 1;
2293
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2297}
2633
2634
2635 2298
2636/* 2299/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2300 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2316}
2654 2317
2655
2656/* 2318/*
2657 * create clone from object to another 2319 * create clone from object to another
2658 */ 2320 */
2659object * 2321object *
2660object_create_clone (object *asrc) 2322object_create_clone (object *asrc)
2661{ 2323{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2325
2665 if (!asrc) 2326 if (!asrc)
2666 return NULL; 2327 return 0;
2328
2667 src = asrc; 2329 src = asrc;
2668 if (src->head) 2330 if (src->head)
2669 src = src->head; 2331 src = src->head;
2670 2332
2671 prev = NULL; 2333 prev = 0;
2672 for (part = src; part; part = part->more) 2334 for (part = src; part; part = part->more)
2673 { 2335 {
2674 tmp = get_object (); 2336 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2337 tmp->x -= src->x;
2677 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2678 if (!part->head) 2340 if (!part->head)
2679 { 2341 {
2680 dst = tmp; 2342 dst = tmp;
2681 tmp->head = NULL; 2343 tmp->head = 0;
2682 } 2344 }
2683 else 2345 else
2684 {
2685 tmp->head = dst; 2346 tmp->head = dst;
2686 } 2347
2687 tmp->more = NULL; 2348 tmp->more = 0;
2349
2688 if (prev) 2350 if (prev)
2689 prev->more = tmp; 2351 prev->more = tmp;
2352
2690 prev = tmp; 2353 prev = tmp;
2691 } 2354 }
2692 2355
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2358
2699 return dst; 2359 return dst;
2700} 2360}
2701 2361
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2362/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2368object *
2724load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2725{ 2370{
2726 object * 2371 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2730 2373
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2375
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2376 FILE *tempfile = fopen (filename, "w");
2735 2377
2736 if (tempfile == NULL) 2378 if (tempfile == NULL)
2737 { 2379 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2381 return NULL;
2740 }; 2382 }
2383
2741 fprintf (tempfile, obstr); 2384 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2385 fclose (tempfile);
2743 2386
2744 op = get_object (); 2387 op = object::create ();
2745 2388
2746 object_thawer 2389 object_thawer thawer (filename);
2747 thawer (filename);
2748 2390
2749 if (thawer) 2391 if (thawer)
2750 load_object (thawer, op, 0); 2392 load_object (thawer, op, 0);
2751 2393
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2760 * returns NULL if no match. 2402 * returns NULL if no match.
2761 */ 2403 */
2762object * 2404object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2406{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2409 return tmp;
2771 2410
2772 return NULL; 2411 return 0;
2773} 2412}
2774 2413
2775/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL. 2415 * otherwise return NULL.
2777 * 2416 *
2779 * do the desired thing. 2418 * do the desired thing.
2780 */ 2419 */
2781key_value * 2420key_value *
2782get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2783{ 2422{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2424 if (link->key == key)
2790 {
2791 return link; 2425 return link;
2792 }
2793 }
2794 2426
2795 return NULL; 2427 return 0;
2796} 2428}
2797 2429
2798/* 2430/*
2799 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2800 * 2432 *
2803 * The returned string is shared. 2435 * The returned string is shared.
2804 */ 2436 */
2805const char * 2437const char *
2806get_ob_key_value (const object *op, const char *const key) 2438get_ob_key_value (const object *op, const char *const key)
2807{ 2439{
2808 key_value * 2440 key_value *link;
2809 link; 2441 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2442
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2443 if (!canonical_key)
2816 { 2444 {
2817 /* 1. There being a field named key on any object 2445 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2446 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2447 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2448 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2449 */
2822 return NULL; 2450 return 0;
2823 } 2451 }
2824 2452
2825 /* This is copied from get_ob_key_link() above - 2453 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2454 * only 4 lines, and saves the function call overhead.
2827 */ 2455 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2456 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2831 {
2832 return link->value; 2458 return link->value;
2833 } 2459
2834 }
2835 return NULL; 2460 return 0;
2836} 2461}
2837 2462
2838 2463
2839/* 2464/*
2840 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2847 * Returns TRUE on success. 2472 * Returns TRUE on success.
2848 */ 2473 */
2849int 2474int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2476{
2852 key_value *
2853 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2854 2478
2855 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2480 {
2857 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2858 { 2482 {
2876 if (last) 2500 if (last)
2877 last->next = field->next; 2501 last->next = field->next;
2878 else 2502 else
2879 op->key_values = field->next; 2503 op->key_values = field->next;
2880 2504
2881 delete
2882 field; 2505 delete field;
2883 } 2506 }
2884 } 2507 }
2885 return TRUE; 2508 return TRUE;
2886 } 2509 }
2887 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2888 2511
2889 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2890 2513
2891 if (!add_key) 2514 if (!add_key)
2892 {
2893 return FALSE; 2515 return FALSE;
2894 } 2516
2895 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2899 * should pass in "" 2521 * should pass in ""
2922 * Returns TRUE on success. 2544 * Returns TRUE on success.
2923 */ 2545 */
2924int 2546int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2548{
2927 shstr
2928 key_ (key); 2549 shstr key_ (key);
2929 2550
2930 return set_ob_key_value_s (op, key_, value, add_key); 2551 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2552}
2553
2554object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container)
2556{
2557 while (item->inv)
2558 item = item->inv;
2559}
2560
2561void
2562object::depth_iterator::next ()
2563{
2564 if (item->below)
2565 {
2566 item = item->below;
2567
2568 while (item->inv)
2569 item = item->inv;
2570 }
2571 else
2572 item = item->env;
2573}
2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2604// return a suitable string describing an object in enough detail to find it
2605const char *
2606object::debug_desc (char *info) const
2607{
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626}
2627
2628const char *
2629object::debug_desc () const
2630{
2631 static char info[256 * 4];
2632 return debug_desc (info);
2633}
2634

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