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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 1.110 by root, Sun Jan 7 23:12:03 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->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
968} 796}
969 797
970object *object::create () 798object *object::create ()
971{ 799{
972 object *
973 op = new object; 800 object *op = new object;
974
975 op->link (); 801 op->link ();
976 return op; 802 return op;
977} 803}
978 804
979/* 805void
980 * free_object() frees everything allocated by an object, removes 806object::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{ 807{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 808 if (flag [FLAG_IS_LINKED])
992 { 809 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 }
999 810
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 811 if (flag [FLAG_FRIENDLY])
1001 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 remove_friendly_object (this); 812 remove_friendly_object (this);
1004 }
1005 813
1006 if (QUERY_FLAG (this, FLAG_FREED)) 814 if (!flag [FLAG_REMOVED])
1007 { 815 remove ();
1008 dump_object (this); 816
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 817 if (flag [FLAG_FREED])
1010 return; 818 return;
819
820 set_speed (0);
821
822 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
1011 } 843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
1012 851
1013 if (more) 852 if (more)
1014 { 853 {
1015 more->free (free_inventory); 854 more->destroy ();
1016 more = 0; 855 more = 0;
1017 } 856 }
1018 857
1019 if (inv) 858 // clear those pointers that likely might have circular references to us
1020 { 859 owner = 0;
1021 /* Only if the space blocks everything do we not process - 860 enemy = 0;
1022 * if some form of movement is allowed, let objects 861 attacked_by = 0;
1023 * drop on that space. 862}
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 863
1030 while (op) 864void
1031 { 865object::destroy (bool destroy_inventory)
1032 object * 866{
1033 tmp = op->below; 867 if (destroyed ())
868 return;
1034 869
1035 remove_ob (op); 870 if (destroy_inventory)
1036 op->free (free_inventory); 871 destroy_inv (false);
1037 op = tmp;
1038 }
1039 }
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044 872
1045 while (op) 873 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} 874}
1077 875
1078/* 876/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1081 */ 879 */
1082
1083void 880void
1084sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1085{ 882{
1086 while (op != NULL) 883 while (op != NULL)
1087 { 884 {
1088 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 } 887
1092 op->carrying -= weight; 888 op->carrying -= weight;
1093 op = op->env; 889 op = op->env;
1094 } 890 }
1095} 891}
1096 892
1097/* remove_ob(op): 893/* op->remove ():
1098 * This function removes the object op from the linked list of objects 894 * 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 895 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 898 * the previous environment.
1103 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1104 */ 900 */
1105
1106void 901void
1107remove_ob (object *op) 902object::remove ()
1108{ 903{
904 object *tmp, *last = 0;
1109 object * 905 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 906
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 908 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 909
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); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
912
913 if (more)
914 more->remove ();
1146 915
1147 /* 916 /*
1148 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1149 * inventory. 918 * inventory.
1150 */ 919 */
1151 if (op->env != NULL) 920 if (env)
1152 { 921 {
1153 if (op->nrof) 922 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1155 else 924 else
1156 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1157 926
1158 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 929 * to save cpu time.
1161 */ 930 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 932 otmp->update_stats ();
1164 933
1165 if (op->above != NULL) 934 if (above)
1166 op->above->below = op->below; 935 above->below = below;
1167 else 936 else
1168 op->env->inv = op->below; 937 env->inv = below;
1169 938
1170 if (op->below != NULL) 939 if (below)
1171 op->below->above = op->above; 940 below->above = above;
1172 941
1173 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1176 */ 945 */
1177 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1178 op->map = op->env->map; 947 map = env->map;
1179 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1180 op->env = NULL; 949 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 { 950 }
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 951 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 } 952 {
1202 if (op->map != m) 953 if (type == PLAYER)
1203 { 954 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 955 --map->players;
1205 op->map->path, m->path, op->x, op->y, x, y); 956 map->touch ();
1206 } 957 }
1207 958
1208 /* Re did the following section of code - it looks like it had 959 map->dirty = true;
1209 * lots of logic for things we no longer care about
1210 */
1211 960
1212 /* link the object above us */ 961 /* link the object above us */
1213 if (op->above) 962 if (above)
1214 op->above->below = op->below; 963 above->below = below;
1215 else 964 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1217 966
1218 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1219 if (op->below) 968 if (below)
1220 {
1221 op->below->above = op->above; 969 below->above = above;
1222 }
1223 else 970 else
1224 { 971 {
1225 /* Nothing below, which means we need to relink map object for this space 972 /* 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 973 * use translated coordinates in case some oddness with map tiling is
1227 * evident 974 * 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 */ 975 */
1259 if (tmp->container == op) 976 if (GET_MAP_OB (map, x, y) != this)
1260 { 977 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 978 char *dump = dump_object (this);
1262 tmp->container = NULL; 979 LOG (llevError,
980 "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);
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
1263 } 985 }
1264 tmp->contr->socket.update_look = 1; 986
1265 } 987 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 { 988 }
1269 989
1270 move_apply (tmp, op, NULL); 990 above = 0;
1271 if (was_destroyed (op, tag)) 991 below = 0;
992
993 if (map->in_memory == MAP_SAVING)
994 return;
995
996 int check_walk_off = !flag [FLAG_NO_APPLY];
997
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
999 {
1000 /* No point updating the players look faces if he is the object
1001 * being removed.
1002 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1272 { 1005 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1006 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view
1008 * appropriately.
1009 */
1010 if (tmp->container == this)
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1274 } 1018 }
1019
1020 /* See if object moving off should effect something */
1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1024 {
1025 move_apply (tmp, this, 0);
1026
1027 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1275 } 1029 }
1276 1030
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1279 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1280 tmp->above = NULL; 1034 tmp->above = 0;
1035
1281 last = tmp; 1036 last = tmp;
1282 } 1037 }
1038
1283 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1040 //TODO: this makes little sense, why only update the topmost object?
1285 { 1041 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1042 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 1043 else
1295 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1296 1045
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1299 1048 }
1300} 1049}
1301 1050
1302/* 1051/*
1303 * merge_ob(op,top): 1052 * merge_ob(op,top):
1304 * 1053 *
1305 * This function goes through all objects below and including top, and 1054 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1055 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1056 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1057 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1058 */
1310
1311object * 1059object *
1312merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1313{ 1061{
1314 if (!op->nrof) 1062 if (!op->nrof)
1315 return 0; 1063 return 0;
1316 if (top == NULL) 1064
1065 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1068
1318 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1319 { 1070 {
1320 if (top == op) 1071 if (top == op)
1321 continue; 1072 continue;
1322 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1323 { 1075 {
1324 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1325 1077
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1080 op->destroy ();
1329 free_object (op);
1330 return top; 1081 return top;
1331 } 1082 }
1332 } 1083 }
1084
1333 return NULL; 1085 return 0;
1334} 1086}
1335 1087
1336/* 1088/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1339 */ 1091 */
1340object * 1092object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1094{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1096 {
1350 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1352 } 1099 }
1100
1353 return insert_ob_in_map (op, m, originator, flag); 1101 return insert_ob_in_map (op, m, originator, flag);
1354} 1102}
1355 1103
1356/* 1104/*
1357 * insert_ob_in_map (op, map, originator, flag): 1105 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1119 * Return value:
1372 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1122 * just 'op' otherwise
1375 */ 1123 */
1376
1377object * 1124object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1126{
1380 object * 1127 object *tmp, *top, *floor = NULL;
1381 tmp, * 1128 sint16 x, y;
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1129
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1389 { 1131 {
1390 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL; 1133 return NULL;
1392 } 1134 }
1393 if (m == NULL) 1135
1136 if (!m)
1394 { 1137 {
1395 dump_object (op); 1138 char *dump = dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1397 return op; 1141 return op;
1398 } 1142 }
1143
1399 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1400 { 1145 {
1401 dump_object (op); 1146 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1148#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1149 /* 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 1150 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1151 * improperly inserted.
1407 */ 1152 */
1408 abort (); 1153 abort ();
1409#endif 1154#endif
1155 free (dump);
1410 return op; 1156 return op;
1411 } 1157 }
1158
1412 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 { 1160 {
1414 dump_object (op); 1161 char *dump = dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1416 return op; 1164 return op;
1417 } 1165 }
1166
1418 if (op->more != NULL) 1167 if (op->more)
1419 { 1168 {
1420 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1421 1170
1422 object *
1423 more = op->more; 1171 object *more = op->more;
1424 1172
1425 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1426 * we set the map, that doesn't work if the location is within 1174 * 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 1175 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1429 */ 1177 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map) 1180 else if (!more->map)
1435 { 1181 {
1436 /* For backwards compatibility - when not dealing with tiled maps, 1182 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent. 1183 * more->map should always point to the parent.
1438 */ 1184 */
1441 1187
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 { 1189 {
1444 if (!op->head) 1190 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192
1446 return NULL; 1193 return 0;
1447 } 1194 }
1448 } 1195 }
1196
1449 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1198
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1199 /* 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 1200 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1201 * need extra work
1457 y = op->y; 1205 y = op->y;
1458 1206
1459 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1460 */ 1208 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1465 { 1212 {
1466 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1214 tmp->destroy ();
1468 free_object (tmp);
1469 } 1215 }
1470 }
1471 1216
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1219
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1220 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1221 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1222
1477 if (flag & INS_BELOW_ORIGINATOR) 1223 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1224 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1225 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1226 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1227 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1228 abort ();
1483 } 1229 }
1230
1484 op->above = originator; 1231 op->above = originator;
1485 op->below = originator->below; 1232 op->below = originator->below;
1233
1486 if (op->below) 1234 if (op->below)
1487 op->below->above = op; 1235 op->below->above = op;
1488 else 1236 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1238
1490 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1491 originator->below = op; 1240 originator->below = op;
1492 } 1241 }
1493 else 1242 else
1494 { 1243 {
1495 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497 { 1246 {
1498 object * 1247 object *last = 0;
1499 last = NULL;
1500 1248
1501 /* 1249 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1252 * 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 1256 * 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 1257 * 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 1258 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1512 */ 1260 */
1513
1514 while (top != NULL) 1261 while (top)
1515 { 1262 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1264 floor = top;
1265
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 { 1267 {
1520 /* We insert above top, so we want this object below this */ 1268 /* We insert above top, so we want this object below this */
1521 top = top->below; 1269 top = top->below;
1522 break; 1270 break;
1523 } 1271 }
1272
1524 last = top; 1273 last = top;
1525 top = top->above; 1274 top = top->above;
1526 } 1275 }
1276
1527 /* Don't want top to be NULL, so set it to the last valid object */ 1277 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last; 1278 top = last;
1529 1279
1530 /* We let update_position deal with figuring out what the space 1280 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1281 * looks like instead of lots of conditions here.
1537 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1289 * stacking is a bit odd.
1540 */ 1290 */
1541 if (!(flag & INS_ON_TOP) && 1291 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)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543 { 1293 {
1544 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1296 break;
1547 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1551 */ 1301 */
1552 if (last && last->below && last != floor) 1302 if (last && last->below && last != floor)
1553 top = last->below; 1303 top = last->below;
1554 } 1304 }
1555 } /* If objects on this space */ 1305 } /* If objects on this space */
1306
1556 if (flag & INS_MAP_LOAD) 1307 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y); 1308 top = GET_MAP_TOP (op->map, op->x, op->y);
1309
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1310 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1311 top = floor;
1560 1312
1561 /* Top is the object that our object (op) is going to get inserted above. 1313 /* Top is the object that our object (op) is going to get inserted above.
1562 */ 1314 */
1563 1315
1564 /* First object on this space */ 1316 /* First object on this space */
1565 if (!top) 1317 if (!top)
1566 { 1318 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1320
1568 if (op->above) 1321 if (op->above)
1569 op->above->below = op; 1322 op->above->below = op;
1323
1570 op->below = NULL; 1324 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1572 } 1326 }
1573 else 1327 else
1574 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1575 op->above = top->above; 1329 op->above = top->above;
1330
1576 if (op->above) 1331 if (op->above)
1577 op->above->below = op; 1332 op->above->below = op;
1333
1578 op->below = top; 1334 op->below = top;
1579 top->above = op; 1335 top->above = op;
1580 } 1336 }
1337
1581 if (op->above == NULL) 1338 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1584 1341
1585 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1586 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1587 1350
1588 /* If we have a floor, we know the player, if any, will be above 1351 /* 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. 1352 * it, so save a few ticks and start from there.
1590 */ 1353 */
1591 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1593 { 1356 if (pl->contr->ns)
1594 if (tmp->type == PLAYER) 1357 pl->contr->ns->floorbox_update ();
1595 tmp->contr->socket.update_look = 1;
1596 }
1597 1358
1598 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1360 * 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 1361 * 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 1362 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1366 * of effect may be sufficient.
1606 */ 1367 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1609
1610 1370
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1613 1373
1374 INVOKE_OBJECT (INSERT, op);
1614 1375
1615 /* Don't know if moving this to the end will break anything. However, 1376 /* 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. 1377 * we want to have floorbox_update called before calling this.
1617 * 1378 *
1618 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1382 * update_object().
1622 */ 1383 */
1623 1384
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* 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) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 { 1387 {
1628 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1629 return NULL; 1389 return 0;
1630 1390
1631 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1632 * walk on's. 1392 * walk on's.
1633 */ 1393 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1636 return NULL; 1396 return 0;
1637 } 1397 }
1398
1638 return op; 1399 return op;
1639} 1400}
1640 1401
1641/* this function inserts an object in the map, but if it 1402/* 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. 1403 * 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. 1404 * op is the object to insert it under: supplies x and the map.
1644 */ 1405 */
1645void 1406void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1408{
1648 object * 1409 object *tmp, *tmp1;
1649 tmp;
1650 object *
1651 tmp1;
1652 1410
1653 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1654 1412
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 { 1415 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1416
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1665
1666 1418
1667 tmp1->x = op->x; 1419 tmp1->x = op->x;
1668 tmp1->y = op->y; 1420 tmp1->y = op->y;
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1670} 1428}
1671 1429
1672/* 1430/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * 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 1432 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1435 * global static errmsg array.
1678 */ 1436 */
1679
1680object * 1437object *
1681get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1682{ 1439{
1683 object * 1440 object *newob;
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687 1442
1688 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1689 { 1444 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL; 1446 return NULL;
1692 } 1447 }
1448
1693 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1450
1694 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1695 { 1452 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) 1453 else if (!is_removed)
1701 { 1454 {
1702 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 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."); 1459 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"); 1460 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL; 1461 return NULL;
1709 } 1462 }
1710 } 1463 }
1464
1711 newob->nrof = nr; 1465 newob->nrof = nr;
1712 1466
1713 return newob; 1467 return newob;
1714} 1468}
1715 1469
1722 */ 1476 */
1723 1477
1724object * 1478object *
1725decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1726{ 1480{
1727 object * 1481 object *tmp;
1728 tmp;
1729 player *
1730 pl;
1731 1482
1732 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1733 return op; 1484 return op;
1734 1485
1735 if (i > op->nrof) 1486 if (i > op->nrof)
1736 i = op->nrof; 1487 i = op->nrof;
1737 1488
1738 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i; 1490 op->nrof -= i;
1741 }
1742 else if (op->env != NULL) 1491 else if (op->env)
1743 { 1492 {
1744 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1745 * therein? 1494 * therein?
1746 */ 1495 */
1747 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1748 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player. 1501 * and then searching the map for a player.
1753 */ 1502 */
1754 if (!tmp) 1503 if (!tmp)
1755 { 1504 for_all_players (pl)
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1758 break; 1508 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 } 1509 }
1764 1510
1765 if (i < op->nrof) 1511 if (i < op->nrof)
1766 { 1512 {
1767 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i; 1514 op->nrof -= i;
1769 if (tmp) 1515 if (tmp)
1770 {
1771 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1772 }
1773 } 1517 }
1774 else 1518 else
1775 { 1519 {
1776 remove_ob (op); 1520 op->remove ();
1777 op->nrof = 0; 1521 op->nrof = 0;
1778 if (tmp) 1522 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1781 }
1782 } 1524 }
1783 } 1525 }
1784 else 1526 else
1785 { 1527 {
1786 object *
1787 above = op->above; 1528 object *above = op->above;
1788 1529
1789 if (i < op->nrof) 1530 if (i < op->nrof)
1790 {
1791 op->nrof -= i; 1531 op->nrof -= i;
1792 }
1793 else 1532 else
1794 { 1533 {
1795 remove_ob (op); 1534 op->remove ();
1796 op->nrof = 0; 1535 op->nrof = 0;
1797 } 1536 }
1537
1798 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1800 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1801 { 1541 {
1802 if (op->nrof) 1542 if (op->nrof)
1803 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1804 else 1544 else
1805 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1806 } 1546 }
1807 } 1547 }
1808 1548
1809 if (op->nrof) 1549 if (op->nrof)
1810 {
1811 return op; 1550 return op;
1812 }
1813 else 1551 else
1814 { 1552 {
1815 free_object (op); 1553 op->destroy ();
1816 return NULL; 1554 return 0;
1817 } 1555 }
1818} 1556}
1819 1557
1820/* 1558/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1826add_weight (object *op, signed long weight) 1564add_weight (object *op, signed long weight)
1827{ 1565{
1828 while (op != NULL) 1566 while (op != NULL)
1829 { 1567 {
1830 if (op->type == CONTAINER) 1568 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 } 1570
1834 op->carrying += weight; 1571 op->carrying += weight;
1835 op = op->env; 1572 op = op->env;
1836 } 1573 }
1837} 1574}
1838 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1839/* 1596/*
1840 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1841 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1842 * inside the object environment. 1599 * inside the object environment.
1843 * 1600 *
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 1601 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1851 */ 1603 */
1852 1604
1853object * 1605object *
1854insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1855{ 1607{
1856 object * 1608 object *tmp, *otmp;
1857 tmp, *
1858 otmp;
1859 1609
1860 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 { 1611 op->remove ();
1862 dump_object (op); 1612
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) 1613 if (op->more)
1878 { 1614 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1616 return op;
1881 } 1617 }
1618
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1884 if (op->nrof) 1621 if (op->nrof)
1885 { 1622 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1888 { 1625 {
1889 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1627 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1894 */ 1631 */
1895 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1898 op = tmp; 1635 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break; 1638 break;
1902 } 1639 }
1903 1640
1904 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract 1643 * (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 1644 * the weight, so we need to add it in again, since we actually do
1908 * the linking below 1645 * the linking below
1909 */ 1646 */
1910 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1911 } 1648 }
1912 else 1649 else
1913 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1914 1651
1915 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1916 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp); 1655 otmp->update_stats ();
1920 }
1921 1656
1922 op->map = NULL; 1657 op->map = 0;
1923 op->env = where; 1658 op->env = this;
1924 op->above = NULL; 1659 op->above = 0;
1925 op->below = NULL; 1660 op->below = 0;
1926 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1927 1662
1928 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1930 { 1665 {
1931#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1935 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1936 } 1671 }
1937 1672
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1939 * It sure simplifies this function... 1674 * It sure simplifies this function...
1940 */ 1675 */
1941 if (where->inv == NULL) 1676 if (!inv)
1942 where->inv = op; 1677 inv = op;
1943 else 1678 else
1944 { 1679 {
1945 op->below = where->inv; 1680 op->below = inv;
1946 op->below->above = op; 1681 op->below->above = op;
1947 where->inv = op; 1682 inv = op;
1948 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1949 return op; 1687 return op;
1950} 1688}
1951 1689
1952/* 1690/*
1953 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1967 * 1705 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * 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 1707 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1708 * on top.
1971 */ 1709 */
1972
1973int 1710int
1974check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1975{ 1712{
1976 object * 1713 object *tmp;
1977 tmp; 1714 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1984 MoveType 1716
1985 move_on, 1717 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1718
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1720 return 0;
1991
1992 tag = op->count;
1993 1721
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 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); 1723 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); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1725
2013 1741
2014 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
2016 */ 1744 */
2017 1745
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2019 { 1747 {
2020 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1750 * we don't need to check all of them.
2023 */ 1751 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1752 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1753 break;
2026 } 1754 }
1755
2027 for (; tmp != NULL; tmp = tmp->below) 1756 for (; tmp; tmp = tmp->below)
2028 { 1757 {
2029 if (tmp == op) 1758 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1759 continue; /* Can't apply yourself */
2031 1760
2032 /* Check to see if one of the movement types should be slowed down. 1761 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1769 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)) 1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1771 {
2043 1772
2044 float 1773 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1774 diff = tmp->move_slow_penalty * FABS (op->speed);
1775
2048 if (op->type == PLAYER) 1776 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1777 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))) 1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1779 diff /= 4.0;
2054 } 1780
2055 }
2056 op->speed_left -= diff; 1781 op->speed_left -= diff;
2057 } 1782 }
2058 } 1783 }
2059 1784
2060 /* Basically same logic as above, except now for actual apply. */ 1785 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 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)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1788 {
2064
2065 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
1790
2066 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2067 return 1; 1792 return 1;
2068 1793
2069 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2072 */ 1797 */
2073 if (op->map != m || op->x != x || op->y != y) 1798 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1799 return 0;
2075 } 1800 }
2076 } 1801 }
1802
2077 return 0; 1803 return 0;
2078} 1804}
2079 1805
2080/* 1806/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2084 */ 1810 */
2085
2086object * 1811object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1813{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2093 { 1815 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1817 return NULL;
2096 } 1818 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2098 if (tmp->arch == at) 1821 if (tmp->arch == at)
2099 return tmp; 1822 return tmp;
1823
2100 return NULL; 1824 return NULL;
2101} 1825}
2102 1826
2103/* 1827/*
2104 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2107 */ 1831 */
2108
2109object * 1832object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2111{ 1834{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2116 { 1836 {
2117 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1838 return NULL;
2119 } 1839 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2121 if (tmp->type == type) 1842 if (tmp->type == type)
2122 return tmp; 1843 return tmp;
1844
2123 return NULL; 1845 return NULL;
2124} 1846}
2125 1847
2126/* 1848/*
2127 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2130 */ 1852 */
2131
2132object * 1853object *
2133present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2134{ 1855{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1857 if (tmp->type == type)
2140 return tmp; 1858 return tmp;
1859
2141 return NULL; 1860 return NULL;
2142} 1861}
2143 1862
2144/* 1863/*
2145 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1872 * 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 1873 * 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 1874 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1875 * to be unique.
2157 */ 1876 */
2158
2159object * 1877object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1879{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1882 return tmp;
2169 } 1883
2170 return NULL; 1884 return 0;
2171} 1885}
2172 1886
2173/* 1887/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2177 */ 1891 */
2178
2179object * 1892object *
2180present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2181{ 1894{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1896 if (tmp->arch == at)
2187 return tmp; 1897 return tmp;
1898
2188 return NULL; 1899 return NULL;
2189} 1900}
2190 1901
2191/* 1902/*
2192 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2193 */ 1904 */
2194void 1905void
2195flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2196{ 1907{
2197 object *
2198 tmp;
2199
2200 if (op->inv) 1908 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 { 1910 {
2203 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2205 } 1913 }
2206} /* 1914}
1915
1916/*
2207 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2208 */ 1918 */
2209void 1919void
2210unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2211{ 1921{
2212 object *
2213 tmp;
2214
2215 if (op->inv) 1922 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 { 1924 {
2218 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2220 } 1927 }
2221} 1928}
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for 1933 * 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. 1934 * him/her-self and all object carried by a call to this function.
2228 */ 1935 */
2229
2230void 1936void
2231set_cheat (object *op) 1937set_cheat (object *op)
2232{ 1938{
2233 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * 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 1960 * 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 1961 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 1962 * customized, changed states, etc.
2257 */ 1963 */
2258
2259int 1964int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 1966{
2262 int
2263 i,
2264 index = 0, flag; 1967 int index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2267 1969
2268 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2269 { 1971 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271 if (!flag) 1973 if (!flag)
2272 altern[index++] = i; 1974 altern [index++] = i;
2273 1975
2274 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* 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. 1977 * 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 - 1978 * 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 1979 * 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 1980 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2281 */ 1983 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i]; 1985 stop = maxfree[i];
2284 } 1986 }
1987
2285 if (!index) 1988 if (!index)
2286 return -1; 1989 return -1;
1990
2287 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2288} 1992}
2289 1993
2290/* 1994/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 1997 * 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. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 1999 */
2296
2297int 2000int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2002{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2005 return i;
2307 } 2006
2308 return -1; 2007 return -1;
2309} 2008}
2310 2009
2311/* 2010/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2014 */
2315static void 2015static void
2316permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2317{ 2017{
2318 int 2018 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2019 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2020
2329 tmp = arr[i]; 2021 while (--end)
2330 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2023}
2334 2024
2335/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2031 */
2342void 2032void
2343get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2344{ 2034{
2345 int 2035 int i;
2346 i;
2347 2036
2348 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2038 search_arr[i] = i;
2351 }
2352 2039
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2043}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2055 * there is capable of.
2369 */ 2056 */
2370
2371int 2057int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2059{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2377 sint16 2061
2378 nx, 2062 sint16 nx, ny;
2379 ny;
2380 object * 2063 object *tmp;
2381 tmp; 2064 maptile *mp;
2382 mapstruct * 2065
2383 mp; 2066 MoveType blocked, move_type;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2067
2388 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2389 { 2069 {
2390 exclude = exclude->head; 2070 exclude = exclude->head;
2391 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2401 mp = m; 2081 mp = m;
2402 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2404 2084
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2406 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2088 max = maxfree[i];
2409 }
2410 else 2089 else
2411 { 2090 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2413 2094
2414 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2096 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2419 { 2098 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2100 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))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2102 break;
2425 } 2103
2426 }
2427 if (tmp) 2104 if (tmp)
2428 {
2429 return freedir[i]; 2105 return freedir[i];
2430 }
2431 } 2106 }
2432 } 2107 }
2433 } 2108 }
2109
2434 return 0; 2110 return 0;
2435} 2111}
2436 2112
2437/* 2113/*
2438 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2115 * distance between the two given objects.
2440 */ 2116 */
2441
2442int 2117int
2443distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2444{ 2119{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2121}
2451 2122
2452/* 2123/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * 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 2125 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2456 */ 2127 */
2457
2458int 2128int
2459find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2460{ 2130{
2461 int 2131 int q;
2462 q;
2463 2132
2464 if (y) 2133 if (y)
2465 q = x * 100 / y; 2134 q = x * 100 / y;
2466 else if (x) 2135 else if (x)
2467 q = -300 * x; 2136 q = -300 * x;
2502int 2171int
2503absdir (int d) 2172absdir (int d)
2504{ 2173{
2505 while (d < 1) 2174 while (d < 1)
2506 d += 8; 2175 d += 8;
2176
2507 while (d > 8) 2177 while (d > 8)
2508 d -= 8; 2178 d -= 8;
2179
2509 return d; 2180 return d;
2510} 2181}
2511 2182
2512/* 2183/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2186 */
2516 2187
2517int 2188int
2518dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2519{ 2190{
2520 int 2191 int d;
2521 d;
2522 2192
2523 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2524 if (d > 4) 2194 if (d > 4)
2525 d = 8 - d; 2195 d = 8 - d;
2196
2526 return d; 2197 return d;
2527} 2198}
2528 2199
2529/* peterm: 2200/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * 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 2204 * 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. 2205 * 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 2206 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2207 * functions.
2537 */ 2208 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2264 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2597 */ 2266 */
2598
2599
2600int 2267int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2269{
2603 sint16 2270 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2271 int mflags;
2608 2272
2609 if (dir < 0) 2273 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2611 2275
2612 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2625 return 0; 2289 return 0;
2626 2290
2627 /* yes, can see. */ 2291 /* yes, can see. */
2628 if (dir < 9) 2292 if (dir < 9)
2629 return 1; 2293 return 1;
2294
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 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]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2298}
2633
2634
2635 2299
2636/* 2300/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2301 * 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 2302 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (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)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2317}
2654 2318
2655
2656/* 2319/*
2657 * create clone from object to another 2320 * create clone from object to another
2658 */ 2321 */
2659object * 2322object *
2660object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2661{ 2324{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2326
2665 if (!asrc) 2327 if (!asrc)
2666 return NULL; 2328 return 0;
2329
2667 src = asrc; 2330 src = asrc;
2668 if (src->head) 2331 if (src->head)
2669 src = src->head; 2332 src = src->head;
2670 2333
2671 prev = NULL; 2334 prev = 0;
2672 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2673 { 2336 {
2674 tmp = get_object (); 2337 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2338 tmp->x -= src->x;
2677 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2678 if (!part->head) 2341 if (!part->head)
2679 { 2342 {
2680 dst = tmp; 2343 dst = tmp;
2681 tmp->head = NULL; 2344 tmp->head = 0;
2682 } 2345 }
2683 else 2346 else
2684 {
2685 tmp->head = dst; 2347 tmp->head = dst;
2686 } 2348
2687 tmp->more = NULL; 2349 tmp->more = 0;
2350
2688 if (prev) 2351 if (prev)
2689 prev->more = tmp; 2352 prev->more = tmp;
2353
2690 prev = tmp; 2354 prev = tmp;
2691 } 2355 }
2692 2356
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2359
2699 return dst; 2360 return dst;
2700} 2361}
2701 2362
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. */ 2363/* 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 */ 2364/* 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, */ 2365/* 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. */ 2366/* 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. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2369object *
2724load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2725{ 2371{
2726 object * 2372 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2730 2374
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2376
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2735 2378
2736 if (tempfile == NULL) 2379 if (tempfile == NULL)
2737 { 2380 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2382 return NULL;
2740 }; 2383 }
2384
2741 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2386 fclose (tempfile);
2743 2387
2744 op = get_object (); 2388 op = object::create ();
2745 2389
2746 object_thawer 2390 object_thawer thawer (filename);
2747 thawer (filename);
2748 2391
2749 if (thawer) 2392 if (thawer)
2750 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2751 2394
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2760 * returns NULL if no match. 2403 * returns NULL if no match.
2761 */ 2404 */
2762object * 2405object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2407{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2410 return tmp;
2771 2411
2772 return NULL; 2412 return 0;
2773} 2413}
2774 2414
2775/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL. 2416 * otherwise return NULL.
2777 * 2417 *
2779 * do the desired thing. 2419 * do the desired thing.
2780 */ 2420 */
2781key_value * 2421key_value *
2782get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2783{ 2423{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2425 if (link->key == key)
2790 {
2791 return link; 2426 return link;
2792 }
2793 }
2794 2427
2795 return NULL; 2428 return 0;
2796} 2429}
2797 2430
2798/* 2431/*
2799 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2800 * 2433 *
2803 * The returned string is shared. 2436 * The returned string is shared.
2804 */ 2437 */
2805const char * 2438const char *
2806get_ob_key_value (const object *op, const char *const key) 2439get_ob_key_value (const object *op, const char *const key)
2807{ 2440{
2808 key_value * 2441 key_value *link;
2809 link; 2442 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2443
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2444 if (!canonical_key)
2816 { 2445 {
2817 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2450 */
2822 return NULL; 2451 return 0;
2823 } 2452 }
2824 2453
2825 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2827 */ 2456 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2457 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2831 {
2832 return link->value; 2459 return link->value;
2833 } 2460
2834 }
2835 return NULL; 2461 return 0;
2836} 2462}
2837 2463
2838 2464
2839/* 2465/*
2840 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2847 * Returns TRUE on success. 2473 * Returns TRUE on success.
2848 */ 2474 */
2849int 2475int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2477{
2852 key_value *
2853 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2854 2479
2855 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2481 {
2857 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2858 { 2483 {
2876 if (last) 2501 if (last)
2877 last->next = field->next; 2502 last->next = field->next;
2878 else 2503 else
2879 op->key_values = field->next; 2504 op->key_values = field->next;
2880 2505
2881 delete
2882 field; 2506 delete field;
2883 } 2507 }
2884 } 2508 }
2885 return TRUE; 2509 return TRUE;
2886 } 2510 }
2887 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2888 2512
2889 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2890 2514
2891 if (!add_key) 2515 if (!add_key)
2892 {
2893 return FALSE; 2516 return FALSE;
2894 } 2517
2895 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2899 * should pass in "" 2522 * should pass in ""
2922 * Returns TRUE on success. 2545 * Returns TRUE on success.
2923 */ 2546 */
2924int 2547int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2549{
2927 shstr
2928 key_ (key); 2550 shstr key_ (key);
2929 2551
2930 return set_ob_key_value_s (op, key_, value, add_key); 2552 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2553}
2554
2555object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container)
2557{
2558 while (item->inv)
2559 item = item->inv;
2560}
2561
2562void
2563object::depth_iterator::next ()
2564{
2565 if (item->below)
2566 {
2567 item = item->below;
2568
2569 while (item->inv)
2570 item = item->inv;
2571 }
2572 else
2573 item = item->env;
2574}
2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2605// return a suitable string describing an object in enough detail to find it
2606const char *
2607object::debug_desc (char *info) const
2608{
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627}
2628
2629const char *
2630object::debug_desc () const
2631{
2632 static char info[256 * 4];
2633 return debug_desc (info);
2634}
2635

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