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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */ 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/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 450}
542 451
543/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 453 * refcounts and freeing the links.
545 */ 454 */
555 } 464 }
556 465
557 op->key_values = 0; 466 op->key_values = 0;
558} 467}
559 468
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 469/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
629 * 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,
630 * 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
631 * will point at garbage. 475 * will point at garbage.
632 */ 476 */
633
634void 477void
635copy_object (object *op2, object *op) 478object::copy_to (object *dst)
636{ 479{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 482
640 op2->clone (op); 483 *(object_copy *)dst = *this;
641 484
642 if (is_freed) 485 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
644 if (is_removed) 488 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
646 490
647 if (op2->speed < 0) 491 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 493
650 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
651 if (op2->key_values) 495 if (key_values)
652 { 496 {
653 key_value *tail = 0; 497 key_value *tail = 0;
654 key_value *i; 498 key_value *i;
655 499
656 op->key_values = 0; 500 dst->key_values = 0;
657 501
658 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
659 { 503 {
660 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
661 505
662 new_link->next = 0; 506 new_link->next = 0;
663 new_link->key = i->key; 507 new_link->key = i->key;
664 new_link->value = i->value; 508 new_link->value = i->value;
665 509
666 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
667 if (!op->key_values) 511 if (!dst->key_values)
668 { 512 {
669 op->key_values = new_link; 513 dst->key_values = new_link;
670 tail = new_link; 514 tail = new_link;
671 } 515 }
672 else 516 else
673 { 517 {
674 tail->next = new_link; 518 tail->next = new_link;
675 tail = new_link; 519 tail = new_link;
676 } 520 }
677 } 521 }
678 } 522 }
679 523
680 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;
681} 533}
682 534
683/* 535/*
684 * 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
685 * 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
686 * 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.
687 */ 539 */
688
689void 540void
690update_turn_face (object *op) 541update_turn_face (object *op)
691{ 542{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 544 return;
545
694 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
696} 548}
697 549
698/* 550/*
699 * 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
700 * 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.
701 * 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.
702 */ 554 */
703
704void 555void
705update_ob_speed (object *op) 556object::set_speed (float speed)
706{ 557{
707 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 559 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 561 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 562 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 563
732 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
733 * of the list. */ 565
734 op->active_next = active_objects; 566 if (has_active_speed ())
735 if (op->active_next != NULL) 567 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 568 else
740 { 569 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 570}
761 571
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 572/*
794 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
796 * 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
797 * invisible object, etc...) 576 * invisible object, etc...)
798 * 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
799 * 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
800 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
801 * 580 *
802 * 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.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 582 * current action are:
808 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
810 * 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
811 * 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.
812 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
813 */ 588 */
814
815void 589void
816update_object (object *op, int action) 590update_object (object *op, int action)
817{ 591{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
820 593
821 if (op == NULL) 594 if (op == NULL)
822 { 595 {
823 /* this should never happen */ 596 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 598 return;
826 } 599 }
827 600
828 if (op->env != NULL) 601 if (op->env)
829 { 602 {
830 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
831 * to do in this case. 604 * to do in this case.
832 */ 605 */
833 return; 606 return;
838 */ 611 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 613 return;
841 614
842 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 617 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 619#ifdef MANY_CORES
847 abort (); 620 abort ();
848#endif 621#endif
849 return; 622 return;
850 } 623 }
851 624
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
859 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
860 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 642 * to have move_allow right now.
884 */ 643 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 646 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 647 }
891 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 650 * that is being removed.
894 */ 651 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 653 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
902 }
903 else 656 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 658
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 659 if (op->more)
915 update_object (op->more, action); 660 update_object (op->more, action);
916} 661}
917 662
918static unordered_vector<object *> mortals; 663object *object::first;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932 664
933object::object () 665object::object ()
934{ 666{
935 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
936 668
937 expmul = 1.0; 669 expmul = 1.0;
938 face = blank_face; 670 face = blank_face;
939 attacked_by_count = -1;
940} 671}
941 672
942object::~object () 673object::~object ()
943{ 674{
944 free_key_values (this); 675 free_key_values (this);
945} 676}
946 677
947void object::link () 678void object::link ()
948{ 679{
949 count = ++ob_count; 680 uuid = gen_uuid ();
950 681
951 prev = 0; 682 refcnt_inc ();
952 next = objects; 683 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 684}
959 685
960void object::unlink () 686void object::unlink ()
961{ 687{
962 count = 0; 688 objects.erase (this);
689 refcnt_dec ();
690}
963 691
964 /* Remove this object from the list of used objects */ 692void
965 if (prev) 693object::activate ()
966 { 694{
967 prev->next = next; 695 /* If already on active list, don't do anything */
968 prev = 0; 696 if (active)
697 return;
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)
969 } 743 {
970 744 op->flag [flag] = value;
971 if (next) 745 op->set_flag_inv (flag, value);
972 { 746 }
973 next->prev = prev; 747}
974 next = 0; 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)
975 } 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;
976 784
977 if (this == objects) 785 if (op->flag [FLAG_STARTEQUIP]
978 objects = next; 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 }
979} 796}
980 797
981object *object::create () 798object *object::create ()
982{ 799{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 800 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 801 op->link ();
996 return op; 802 return op;
997} 803}
998 804
999/* 805void
1000 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 807{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 808 if (flag [FLAG_IS_LINKED])
1012 { 809 remove_button_link (this);
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 810
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 811 if (flag [FLAG_FRIENDLY])
1021 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1023 remove_friendly_object (this); 812 remove_friendly_object (this);
1024 }
1025 813
1026 if (QUERY_FLAG (this, FLAG_FREED)) 814 if (!flag [FLAG_REMOVED])
1027 { 815 remove ();
1028 dump_object (this); 816
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 817 if (flag [FLAG_FREED])
1030 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;
1031 } 843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
1032 851
1033 if (more) 852 if (more)
1034 { 853 {
1035 more->free (free_inventory); 854 more->destroy ();
1036 more = 0; 855 more = 0;
1037 } 856 }
1038 857
1039 if (inv) 858 // clear those pointers that likely might have circular references to us
1040 { 859 owner = 0;
1041 /* Only if the space blocks everything do we not process - 860 enemy = 0;
1042 * if some form of movement is allowed, let objects 861 attacked_by = 0;
1043 * drop on that space. 862}
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 863
1050 while (op) 864void
1051 { 865object::destroy (bool destroy_inventory)
1052 object * 866{
1053 tmp = op->below; 867 if (destroyed ())
868 return;
1054 869
1055 remove_ob (op); 870 if (destroy_inventory)
1056 op->free (free_inventory); 871 destroy_inv (false);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064 872
1065 while (op) 873 attachable::destroy ();
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 874}
1099 875
1100/* 876/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1102 * 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)).
1103 */ 879 */
1104
1105void 880void
1106sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1107{ 882{
1108 while (op != NULL) 883 while (op != NULL)
1109 { 884 {
1110 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 887
1114 op->carrying -= weight; 888 op->carrying -= weight;
1115 op = op->env; 889 op = op->env;
1116 } 890 }
1117} 891}
1118 892
1119/* remove_ob(op): 893/* op->remove ():
1120 * 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
1121 * 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
1122 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 898 * the previous environment.
1125 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1126 */ 900 */
1127
1128void 901void
1129remove_ob (object *op) 902object::remove ()
1130{ 903{
1131 object *tmp, *last = NULL; 904 object *tmp, *last = 0;
1132 object *otmp; 905 object *otmp;
1133 906
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1141 { 908 return;
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 909
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
912
913 if (more)
914 more->remove ();
1162 915
1163 /* 916 /*
1164 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1165 * inventory. 918 * inventory.
1166 */ 919 */
1167 if (op->env != NULL) 920 if (env)
1168 { 921 {
1169 if (op->nrof) 922 if (nrof)
1170 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1171 else 924 else
1172 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1173 926
1174 /* 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
1175 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 929 * to save cpu time.
1177 */ 930 */
1178 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))
1179 fix_player (otmp); 932 otmp->update_stats ();
1180 933
1181 if (op->above != NULL) 934 if (above)
1182 op->above->below = op->below; 935 above->below = below;
1183 else 936 else
1184 op->env->inv = op->below; 937 env->inv = below;
1185 938
1186 if (op->below != NULL) 939 if (below)
1187 op->below->above = op->above; 940 below->above = above;
1188 941
1189 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1190 * 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
1191 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1192 */ 945 */
1193 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1194 op->map = op->env->map; 947 map = env->map;
1195 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1196 op->env = NULL; 949 env = 0;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 { 950 }
1210 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)
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 } 952 {
1218 if (op->map != m) 953 if (type == PLAYER)
1219 { 954 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 955 --map->players;
1221 op->map->path, m->path, op->x, op->y, x, y); 956 map->touch ();
1222 } 957 }
1223 958
1224 /* Re did the following section of code - it looks like it had 959 map->dirty = true;
1225 * lots of logic for things we no longer care about
1226 */
1227 960
1228 /* link the object above us */ 961 /* link the object above us */
1229 if (op->above) 962 if (above)
1230 op->above->below = op->below; 963 above->below = below;
1231 else 964 else
1232 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 */
1233 966
1234 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1235 if (op->below) 968 if (below)
1236 op->below->above = op->above; 969 below->above = above;
1237 else 970 else
1238 { 971 {
1239 /* 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
1240 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1241 * evident 974 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 {
1245 dump_object (op);
1246 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1247 errmsg);
1248 dump_object (GET_MAP_OB (m, x, y));
1249 LOG (llevError, "%s\n", errmsg);
1250 }
1251
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1253 }
1254
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING)
1259 return;
1260
1261 tag = op->count;
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 {
1272 /* If a container that the player is currently using somehow gets
1273 * removed (most likely destroyed), update the player view
1274 * appropriately.
1275 */ 975 */
1276 if (tmp->container == op) 976 if (GET_MAP_OB (map, x, y) != this)
1277 { 977 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 978 char *dump = dump_object (this);
1279 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);
1280 } 985 }
1281 986
1282 tmp->contr->socket.update_look = 1; 987 map->at (x, y).bot = above; /* goes on above it. */
1283 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 { 988 }
1287 move_apply (tmp, op, NULL);
1288 989
1289 if (was_destroyed (op, tag)) 990 above = 0;
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)
1290 { 1005 {
1291 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 ();
1292 } 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 ());
1293 } 1029 }
1294 1030
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1297 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1298 tmp->above = NULL; 1034 tmp->above = 0;
1299 1035
1300 last = tmp; 1036 last = tmp;
1301 } 1037 }
1302 1038
1303 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1304 if (last == NULL) 1040 //TODO: this makes little sense, why only update the topmost object?
1305 { 1041 if (!last)
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1042 map->at (x, y).flags_ = 0;
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1043 else
1315 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1316 1045
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1048 }
1319} 1049}
1320 1050
1321/* 1051/*
1322 * merge_ob(op,top): 1052 * merge_ob(op,top):
1323 * 1053 *
1324 * This function goes through all objects below and including top, and 1054 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1055 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1056 * If top is NULL, it is calculated.
1327 * 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
1328 */ 1058 */
1329
1330object * 1059object *
1331merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1332{ 1061{
1333 if (!op->nrof) 1062 if (!op->nrof)
1334 return 0; 1063 return 0;
1335 if (top == NULL) 1064
1065 if (top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1068
1337 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1338 { 1070 {
1339 if (top == op) 1071 if (top == op)
1340 continue; 1072 continue;
1341 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1342 { 1075 {
1343 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1344 1077
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op); 1080 op->destroy ();
1348 free_object (op);
1349 return top; 1081 return top;
1350 } 1082 }
1351 } 1083 }
1084
1352 return NULL; 1085 return 0;
1353} 1086}
1354 1087
1355/* 1088/*
1356 * 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
1357 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1358 */ 1091 */
1359object * 1092object *
1360insert_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)
1361{ 1094{
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1096 {
1369 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1370 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1371 } 1099 }
1100
1372 return insert_ob_in_map (op, m, originator, flag); 1101 return insert_ob_in_map (op, m, originator, flag);
1373} 1102}
1374 1103
1375/* 1104/*
1376 * insert_ob_in_map (op, map, originator, flag): 1105 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1119 * Return value:
1391 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1122 * just 'op' otherwise
1394 */ 1123 */
1395
1396object * 1124object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1126{
1399 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1400 sint16 x, y; 1128 sint16 x, y;
1401 1129
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1403 { 1131 {
1404 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL; 1133 return NULL;
1406 } 1134 }
1407 1135
1408 if (m == NULL) 1136 if (!m)
1409 { 1137 {
1410 dump_object (op); 1138 char *dump = dump_object (op);
1411 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);
1412 return op; 1141 return op;
1413 } 1142 }
1414 1143
1415 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1416 { 1145 {
1417 dump_object (op); 1146 char *dump = dump_object (op);
1418 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);
1419#ifdef MANY_CORES 1148#ifdef MANY_CORES
1420 /* 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
1421 * 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
1422 * improperly inserted. 1151 * improperly inserted.
1423 */ 1152 */
1424 abort (); 1153 abort ();
1425#endif 1154#endif
1155 free (dump);
1426 return op; 1156 return op;
1427 } 1157 }
1428 1158
1429 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 { 1160 {
1431 dump_object (op); 1161 char *dump = dump_object (op);
1432 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);
1433 return op; 1164 return op;
1434 } 1165 }
1435 1166
1436 if (op->more != NULL) 1167 if (op->more)
1437 { 1168 {
1438 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1439 1170
1440 object *more = op->more; 1171 object *more = op->more;
1441 1172
1442 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1443 * 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
1444 * 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
1445 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1446 */ 1177 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map) 1180 else if (!more->map)
1450 { 1181 {
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 { 1189 {
1459 if (!op->head) 1190 if (!op->head)
1460 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");
1461 1192
1462 return NULL; 1193 return 0;
1463 } 1194 }
1464 } 1195 }
1465 1196
1466 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1198
1474 y = op->y; 1205 y = op->y;
1475 1206
1476 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1477 */ 1208 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1479 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)
1480 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1481 { 1212 {
1482 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1214 tmp->destroy ();
1484 free_object (tmp);
1485 } 1215 }
1486 1216
1487 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 */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1219
1502 op->below = originator->below; 1232 op->below = originator->below;
1503 1233
1504 if (op->below) 1234 if (op->below)
1505 op->below->above = op; 1235 op->below->above = op;
1506 else 1236 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1508 1238
1509 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1510 originator->below = op; 1240 originator->below = op;
1511 } 1241 }
1512 else 1242 else
1513 { 1243 {
1514 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1515 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))
1516 { 1246 {
1517 object *last = NULL; 1247 object *last = 0;
1518 1248
1519 /* 1249 /*
1520 * 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.
1521 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1522 * 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
1526 * 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
1527 * 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
1528 * 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
1529 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1530 */ 1260 */
1531
1532 while (top != NULL) 1261 while (top)
1533 { 1262 {
1534 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))
1535 floor = top; 1264 floor = top;
1536 1265
1537 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))
1558 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1289 * stacking is a bit odd.
1561 */ 1290 */
1562 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1564 { 1293 {
1565 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1296 break;
1568 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1590 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1591 1320
1592 if (op->above) 1321 if (op->above)
1593 op->above->below = op; 1322 op->above->below = op;
1594 1323
1595 op->below = NULL; 1324 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1597 } 1326 }
1598 else 1327 else
1599 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1600 op->above = top->above; 1329 op->above = top->above;
1601 1330
1604 1333
1605 op->below = top; 1334 op->below = top;
1606 top->above = op; 1335 top->above = op;
1607 } 1336 }
1608 1337
1609 if (op->above == NULL) 1338 if (!op->above)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1612 1341
1613 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1614 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;
1615 1350
1616 /* 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
1617 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1618 */ 1353 */
1619 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1620 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 ())
1621 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1622 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1623 1358
1624 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1625 * 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
1626 * 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
1627 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1628 * 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 -
1629 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1366 * of effect may be sufficient.
1632 */ 1367 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1635 1370
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1638 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1639 /* 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,
1640 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1641 * 1378 *
1642 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1382 * update_object().
1647 1384
1648 /* 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 */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1650 { 1387 {
1651 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1652 return NULL; 1389 return 0;
1653 1390
1654 /* 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
1655 * walk on's. 1392 * walk on's.
1656 */ 1393 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1659 return NULL; 1396 return 0;
1660 } 1397 }
1661 1398
1662 return op; 1399 return op;
1663} 1400}
1664 1401
1665/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1668 */ 1405 */
1669void 1406void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1408{
1672 object *tmp;
1673 object *tmp1; 1409 object *tmp, *tmp1;
1674 1410
1675 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1676 1412
1677 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)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1680 { 1415 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1416
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1687 1418
1688 tmp1->x = op->x; 1419 tmp1->x = op->x;
1689 tmp1->y = op->y; 1420 tmp1->y = op->y;
1690 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);
1691} 1428}
1692 1429
1693/* 1430/*
1694 * 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
1695 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1696 * 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).
1697 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array. 1435 * global static errmsg array.
1699 */ 1436 */
1700
1701object * 1437object *
1702get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1703{ 1439{
1704 object * 1440 object *newob;
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708 1442
1709 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1710 { 1444 {
1711 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);
1712 return NULL; 1446 return NULL;
1713 } 1447 }
1448
1714 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1450
1715 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1716 { 1452 orig_ob->destroy (1);
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed) 1453 else if (!is_removed)
1722 { 1454 {
1723 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 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)
1727 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.");
1728 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");
1729 return NULL; 1461 return NULL;
1730 } 1462 }
1731 } 1463 }
1464
1732 newob->nrof = nr; 1465 newob->nrof = nr;
1733 1466
1734 return newob; 1467 return newob;
1735} 1468}
1736 1469
1743 */ 1476 */
1744 1477
1745object * 1478object *
1746decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1747{ 1480{
1748 object * 1481 object *tmp;
1749 tmp;
1750 player *
1751 pl;
1752 1482
1753 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1754 return op; 1484 return op;
1755 1485
1756 if (i > op->nrof) 1486 if (i > op->nrof)
1757 i = op->nrof; 1487 i = op->nrof;
1758 1488
1759 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i; 1490 op->nrof -= i;
1762 }
1763 else if (op->env != NULL) 1491 else if (op->env)
1764 { 1492 {
1765 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1766 * therein? 1494 * therein?
1767 */ 1495 */
1768 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1769 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player. 1501 * and then searching the map for a player.
1774 */ 1502 */
1775 if (!tmp) 1503 if (!tmp)
1776 { 1504 for_all_players (pl)
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1779 break; 1508 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 } 1509 }
1785 1510
1786 if (i < op->nrof) 1511 if (i < op->nrof)
1787 { 1512 {
1788 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i; 1514 op->nrof -= i;
1790 if (tmp) 1515 if (tmp)
1791 {
1792 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1793 }
1794 } 1517 }
1795 else 1518 else
1796 { 1519 {
1797 remove_ob (op); 1520 op->remove ();
1798 op->nrof = 0; 1521 op->nrof = 0;
1799 if (tmp) 1522 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1802 }
1803 } 1524 }
1804 } 1525 }
1805 else 1526 else
1806 { 1527 {
1807 object *
1808 above = op->above; 1528 object *above = op->above;
1809 1529
1810 if (i < op->nrof) 1530 if (i < op->nrof)
1811 {
1812 op->nrof -= i; 1531 op->nrof -= i;
1813 }
1814 else 1532 else
1815 { 1533 {
1816 remove_ob (op); 1534 op->remove ();
1817 op->nrof = 0; 1535 op->nrof = 0;
1818 } 1536 }
1537
1819 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1821 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1822 { 1541 {
1823 if (op->nrof) 1542 if (op->nrof)
1824 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1825 else 1544 else
1826 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1827 } 1546 }
1828 } 1547 }
1829 1548
1830 if (op->nrof) 1549 if (op->nrof)
1831 {
1832 return op; 1550 return op;
1833 }
1834 else 1551 else
1835 { 1552 {
1836 free_object (op); 1553 op->destroy ();
1837 return NULL; 1554 return 0;
1838 } 1555 }
1839} 1556}
1840 1557
1841/* 1558/*
1842 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1847add_weight (object *op, signed long weight) 1564add_weight (object *op, signed long weight)
1848{ 1565{
1849 while (op != NULL) 1566 while (op != NULL)
1850 { 1567 {
1851 if (op->type == CONTAINER) 1568 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 } 1570
1855 op->carrying += weight; 1571 op->carrying += weight;
1856 op = op->env; 1572 op = op->env;
1857 } 1573 }
1858} 1574}
1859 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
1860/* 1596/*
1861 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1862 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1863 * inside the object environment. 1599 * inside the object environment.
1864 * 1600 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1601 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1872 */ 1603 */
1873 1604
1874object * 1605object *
1875insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1876{ 1607{
1877 object * 1608 object *tmp, *otmp;
1878 tmp, *
1879 otmp;
1880 1609
1881 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 { 1611 op->remove ();
1883 dump_object (op); 1612
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1613 if (op->more)
1899 { 1614 {
1900 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);
1901 return op; 1616 return op;
1902 } 1617 }
1618
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1905 if (op->nrof) 1621 if (op->nrof)
1906 { 1622 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1909 { 1625 {
1910 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1627 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1915 */ 1631 */
1916 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1919 op = tmp; 1635 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break; 1638 break;
1923 } 1639 }
1924 1640
1925 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1929 * the linking below 1645 * the linking below
1930 */ 1646 */
1931 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1932 } 1648 }
1933 else 1649 else
1934 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1935 1651
1936 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1937 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp); 1655 otmp->update_stats ();
1941 }
1942 1656
1943 op->map = NULL; 1657 op->map = 0;
1944 op->env = where; 1658 op->env = this;
1945 op->above = NULL; 1659 op->above = 0;
1946 op->below = NULL; 1660 op->below = 0;
1947 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1948 1662
1949 /* 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 */
1950 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1951 { 1665 {
1952#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1953 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);
1954#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1956 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1957 } 1671 }
1958 1672
1959 /* 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.
1960 * It sure simplifies this function... 1674 * It sure simplifies this function...
1961 */ 1675 */
1962 if (where->inv == NULL) 1676 if (!inv)
1963 where->inv = op; 1677 inv = op;
1964 else 1678 else
1965 { 1679 {
1966 op->below = where->inv; 1680 op->below = inv;
1967 op->below->above = op; 1681 op->below->above = op;
1968 where->inv = op; 1682 inv = op;
1969 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1970 return op; 1687 return op;
1971} 1688}
1972 1689
1973/* 1690/*
1974 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1988 * 1705 *
1989 * 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
1990 * 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
1991 * on top. 1708 * on top.
1992 */ 1709 */
1993
1994int 1710int
1995check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1996{ 1712{
1997 object *tmp; 1713 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1714 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
2001 1716
2002 MoveType move_on, move_slow, move_block; 1717 MoveType move_on, move_slow, move_block;
2003 1718
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1720 return 0;
2006
2007 tag = op->count;
2008 1721
2009 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);
2010 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);
2011 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);
2012 1725
2028 1741
2029 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
2031 */ 1744 */
2032 1745
2033 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)
2034 { 1747 {
2035 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
2036 * 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,
2037 * we don't need to check all of them. 1750 * we don't need to check all of them.
2038 */ 1751 */
2055 { 1768 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1771 {
2059 1772
1773 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1774 diff = tmp->move_slow_penalty * FABS (op->speed);
2061 1775
2062 if (op->type == PLAYER) 1776 if (op->type == PLAYER)
2063 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)) ||
2064 (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)))
2065 diff /= 4.0; 1779 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1788 {
2075 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
2076 1790
2077 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2078 return 1; 1792 return 1;
2079 1793
2080 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2092/* 1806/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2096 */ 1810 */
2097
2098object * 1811object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1813{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2105 { 1815 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1817 return NULL;
2108 } 1818 }
2109 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)
2110 if (tmp->arch == at) 1821 if (tmp->arch == at)
2111 return tmp; 1822 return tmp;
1823
2112 return NULL; 1824 return NULL;
2113} 1825}
2114 1826
2115/* 1827/*
2116 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2119 */ 1831 */
2120
2121object * 1832object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2123{ 1834{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2128 { 1836 {
2129 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1838 return NULL;
2131 } 1839 }
2132 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)
2133 if (tmp->type == type) 1842 if (tmp->type == type)
2134 return tmp; 1843 return tmp;
1844
2135 return NULL; 1845 return NULL;
2136} 1846}
2137 1847
2138/* 1848/*
2139 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2142 */ 1852 */
2143
2144object * 1853object *
2145present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2146{ 1855{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1857 if (tmp->type == type)
2152 return tmp; 1858 return tmp;
1859
2153 return NULL; 1860 return NULL;
2154} 1861}
2155 1862
2156/* 1863/*
2157 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2165 * 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
2166 * 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
2167 * 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
2168 * to be unique. 1875 * to be unique.
2169 */ 1876 */
2170
2171object * 1877object *
2172present_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)
2173{ 1879{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1882 return tmp;
2181 } 1883
2182 return NULL; 1884 return 0;
2183} 1885}
2184 1886
2185/* 1887/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2189 */ 1891 */
2190
2191object * 1892object *
2192present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2193{ 1894{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1896 if (tmp->arch == at)
2199 return tmp; 1897 return tmp;
1898
2200 return NULL; 1899 return NULL;
2201} 1900}
2202 1901
2203/* 1902/*
2204 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2205 */ 1904 */
2206void 1905void
2207flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2208{ 1907{
2209 object *
2210 tmp;
2211
2212 if (op->inv) 1908 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2214 { 1910 {
2215 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2217 } 1913 }
2218} /* 1914}
1915
1916/*
2219 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2220 */ 1918 */
2221void 1919void
2222unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2223{ 1921{
2224 object *
2225 tmp;
2226
2227 if (op->inv) 1922 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 { 1924 {
2230 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2232 } 1927 }
2233} 1928}
2236 * 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
2237 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2238 * 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
2239 * 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.
2240 */ 1935 */
2241
2242void 1936void
2243set_cheat (object *op) 1937set_cheat (object *op)
2244{ 1938{
2245 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2265 * 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
2266 * 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
2267 * 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
2268 * customized, changed states, etc. 1962 * customized, changed states, etc.
2269 */ 1963 */
2270
2271int 1964int
2272find_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)
2273{ 1966{
2274 int
2275 i,
2276 index = 0, flag; 1967 int index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2279 1969
2280 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2281 { 1971 {
2282 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]);
2283 if (!flag) 1973 if (!flag)
2284 altern[index++] = i; 1974 altern [index++] = i;
2285 1975
2286 /* 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.
2287 * 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.
2288 * 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 -
2289 * 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
2290 * 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
2291 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2293 */ 1983 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2295 stop = maxfree[i]; 1985 stop = maxfree[i];
2296 } 1986 }
1987
2297 if (!index) 1988 if (!index)
2298 return -1; 1989 return -1;
1990
2299 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2300} 1992}
2301 1993
2302/* 1994/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2305 * 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.
2306 * 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.
2307 */ 1999 */
2308
2309int 2000int
2310find_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)
2311{ 2002{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 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]))
2318 return i; 2005 return i;
2319 } 2006
2320 return -1; 2007 return -1;
2321} 2008}
2322 2009
2323/* 2010/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2014 */
2327static void 2015static void
2328permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2329{ 2017{
2330 int 2018 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2019 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2020
2341 tmp = arr[i]; 2021 while (--end)
2342 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2023}
2346 2024
2347/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2031 */
2354void 2032void
2355get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2356{ 2034{
2357 int 2035 int i;
2358 i;
2359 2036
2360 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2038 search_arr[i] = i;
2363 }
2364 2039
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2043}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2055 * there is capable of.
2381 */ 2056 */
2382
2383int 2057int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2059{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2389 sint16 2061
2390 nx, 2062 sint16 nx, ny;
2391 ny;
2392 object * 2063 object *tmp;
2393 tmp; 2064 maptile *mp;
2394 mapstruct * 2065
2395 mp; 2066 MoveType blocked, move_type;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2067
2400 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2401 { 2069 {
2402 exclude = exclude->head; 2070 exclude = exclude->head;
2403 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2413 mp = m; 2081 mp = m;
2414 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2416 2084
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2418 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2088 max = maxfree[i];
2421 }
2422 else 2089 else
2423 { 2090 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2425 2094
2426 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2096 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2431 { 2098 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2435 {
2436 break; 2102 break;
2437 } 2103
2438 }
2439 if (tmp) 2104 if (tmp)
2440 {
2441 return freedir[i]; 2105 return freedir[i];
2442 }
2443 } 2106 }
2444 } 2107 }
2445 } 2108 }
2109
2446 return 0; 2110 return 0;
2447} 2111}
2448 2112
2449/* 2113/*
2450 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2115 * distance between the two given objects.
2452 */ 2116 */
2453
2454int 2117int
2455distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2456{ 2119{
2457 int
2458 i;
2459
2460 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);
2461 return i;
2462} 2121}
2463 2122
2464/* 2123/*
2465 * 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
2466 * 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
2467 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2468 */ 2127 */
2469
2470int 2128int
2471find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2472{ 2130{
2473 int 2131 int q;
2474 q;
2475 2132
2476 if (y) 2133 if (y)
2477 q = x * 100 / y; 2134 q = x * 100 / y;
2478 else if (x) 2135 else if (x)
2479 q = -300 * x; 2136 q = -300 * x;
2514int 2171int
2515absdir (int d) 2172absdir (int d)
2516{ 2173{
2517 while (d < 1) 2174 while (d < 1)
2518 d += 8; 2175 d += 8;
2176
2519 while (d > 8) 2177 while (d > 8)
2520 d -= 8; 2178 d -= 8;
2179
2521 return d; 2180 return d;
2522} 2181}
2523 2182
2524/* 2183/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2527 */ 2186 */
2528 2187
2529int 2188int
2530dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2531{ 2190{
2532 int 2191 int d;
2533 d;
2534 2192
2535 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2536 if (d > 4) 2194 if (d > 4)
2537 d = 8 - d; 2195 d = 8 - d;
2196
2538 return d; 2197 return d;
2539} 2198}
2540 2199
2541/* peterm: 2200/* peterm:
2542 * 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.
2545 * 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
2546 * 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.
2547 * 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
2548 * functions. 2207 * functions.
2549 */ 2208 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2264 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2609 */ 2266 */
2610
2611
2612int 2267int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2269{
2615 sint16 2270 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2271 int mflags;
2620 2272
2621 if (dir < 0) 2273 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2623 2275
2624 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2637 return 0; 2289 return 0;
2638 2290
2639 /* yes, can see. */ 2291 /* yes, can see. */
2640 if (dir < 9) 2292 if (dir < 9)
2641 return 1; 2293 return 1;
2294
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2298}
2645
2646
2647 2299
2648/* 2300/*
2649 * 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
2650 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2317}
2666 2318
2667
2668/* 2319/*
2669 * create clone from object to another 2320 * create clone from object to another
2670 */ 2321 */
2671object * 2322object *
2672object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2673{ 2324{
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2676 2326
2677 if (!asrc) 2327 if (!asrc)
2678 return NULL; 2328 return 0;
2329
2679 src = asrc; 2330 src = asrc;
2680 if (src->head) 2331 if (src->head)
2681 src = src->head; 2332 src = src->head;
2682 2333
2683 prev = NULL; 2334 prev = 0;
2684 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2685 { 2336 {
2686 tmp = get_object (); 2337 tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x; 2338 tmp->x -= src->x;
2689 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2690 if (!part->head) 2341 if (!part->head)
2691 { 2342 {
2692 dst = tmp; 2343 dst = tmp;
2693 tmp->head = NULL; 2344 tmp->head = 0;
2694 } 2345 }
2695 else 2346 else
2696 {
2697 tmp->head = dst; 2347 tmp->head = dst;
2698 } 2348
2699 tmp->more = NULL; 2349 tmp->more = 0;
2350
2700 if (prev) 2351 if (prev)
2701 prev->more = tmp; 2352 prev->more = tmp;
2353
2702 prev = tmp; 2354 prev = tmp;
2703 } 2355 }
2704 2356
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2359
2711 return dst; 2360 return dst;
2712} 2361}
2713 2362
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2734
2735object * 2369object *
2736load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2737{ 2371{
2738 object * 2372 object *op;
2739 op;
2740 char
2741 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2742 2374
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744 2376
2745 FILE *
2746 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2747 2378
2748 if (tempfile == NULL) 2379 if (tempfile == NULL)
2749 { 2380 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL; 2382 return NULL;
2752 }; 2383 }
2384
2753 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2754 fclose (tempfile); 2386 fclose (tempfile);
2755 2387
2756 op = get_object (); 2388 op = object::create ();
2757 2389
2758 object_thawer 2390 object_thawer thawer (filename);
2759 thawer (filename);
2760 2391
2761 if (thawer) 2392 if (thawer)
2762 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2763 2394
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2772 * returns NULL if no match. 2403 * returns NULL if no match.
2773 */ 2404 */
2774object * 2405object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2407{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2410 return tmp;
2783 2411
2784 return NULL; 2412 return 0;
2785} 2413}
2786 2414
2787/* 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,
2788 * otherwise return NULL. 2416 * otherwise return NULL.
2789 * 2417 *
2791 * do the desired thing. 2419 * do the desired thing.
2792 */ 2420 */
2793key_value * 2421key_value *
2794get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2795{ 2423{
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2800 {
2801 if (link->key == key) 2425 if (link->key == key)
2802 {
2803 return link; 2426 return link;
2804 }
2805 }
2806 2427
2807 return NULL; 2428 return 0;
2808} 2429}
2809 2430
2810/* 2431/*
2811 * 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.
2812 * 2433 *
2815 * The returned string is shared. 2436 * The returned string is shared.
2816 */ 2437 */
2817const char * 2438const char *
2818get_ob_key_value (const object *op, const char *const key) 2439get_ob_key_value (const object *op, const char *const key)
2819{ 2440{
2820 key_value * 2441 key_value *link;
2821 link; 2442 shstr_cmp canonical_key (key);
2822 const char *
2823 canonical_key;
2824 2443
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL) 2444 if (!canonical_key)
2828 { 2445 {
2829 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2833 */ 2450 */
2834 return NULL; 2451 return 0;
2835 } 2452 }
2836 2453
2837 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2839 */ 2456 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2457 for (link = op->key_values; link; link = link->next)
2841 {
2842 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2843 {
2844 return link->value; 2459 return link->value;
2845 } 2460
2846 }
2847 return NULL; 2461 return 0;
2848} 2462}
2849 2463
2850 2464
2851/* 2465/*
2852 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2859 * Returns TRUE on success. 2473 * Returns TRUE on success.
2860 */ 2474 */
2861int 2475int
2862set_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)
2863{ 2477{
2864 key_value *
2865 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2866 2479
2867 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2868 { 2481 {
2869 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2870 { 2483 {
2888 if (last) 2501 if (last)
2889 last->next = field->next; 2502 last->next = field->next;
2890 else 2503 else
2891 op->key_values = field->next; 2504 op->key_values = field->next;
2892 2505
2893 delete
2894 field; 2506 delete field;
2895 } 2507 }
2896 } 2508 }
2897 return TRUE; 2509 return TRUE;
2898 } 2510 }
2899 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2900 2512
2901 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2902 2514
2903 if (!add_key) 2515 if (!add_key)
2904 {
2905 return FALSE; 2516 return FALSE;
2906 } 2517
2907 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2911 * should pass in "" 2522 * should pass in ""
2934 * Returns TRUE on success. 2545 * Returns TRUE on success.
2935 */ 2546 */
2936int 2547int
2937set_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)
2938{ 2549{
2939 shstr
2940 key_ (key); 2550 shstr key_ (key);
2941 2551
2942 return set_ob_key_value_s (op, key_, value, add_key); 2552 return set_ob_key_value_s (op, key_, value, add_key);
2943} 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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