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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
16 17
17 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23*/
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <skills.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 47};
44short 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,
50int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 57};
54 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
55/* 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. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * 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
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 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)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 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)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* 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 */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* 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
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* 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
204 * 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
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
213 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
214 return 0; 290 return 0;
215 break; 291 break;
216 } 292 }
217 293
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
219 { 295 {
220 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
254 { 330 {
255 if (inv->inv) 331 if (inv->inv)
256 sum_weight (inv); 332 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 334 }
335
259 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
261 if (op->carrying != sum) 339 if (op->carrying != sum)
262 op->carrying = sum; 340 op->carrying = sum;
341
263 return sum; 342 return sum;
264} 343}
265 344
266/** 345/**
267 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
274 op = op->env; 353 op = op->env;
275 return op; 354 return op;
276} 355}
277 356
278/* 357/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 359 * Some error messages.
296 * 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.
297 */ 361 */
298 362
299void 363char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 364dump_object (object *op)
355{ 365{
356 if (op == NULL) 366 if (!op)
357 { 367 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 368
365void 369 object_freezer freezer;
366dump_all_objects (void) 370 save_object (freezer, op, 1);
367{ 371 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 372}
376 373
377/* 374/*
378 * 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
379 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
395} 392}
396 393
397/* 394/*
398 * 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.
399 */ 396 */
400
401object * 397object *
402find_object (tag_t i) 398find_object (tag_t i)
403{ 399{
404 object *op; 400 return ((unsigned int)i) < objects.size ()
405 401 ? objects [i]
406 for (op = objects; op != NULL; op = op->next) 402 : 0;
407 if (op->count == i)
408 break;
409 return op;
410} 403}
411 404
412/* 405/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
416 */ 409 */
417
418object * 410object *
419find_object_name (const char *str) 411find_object_name (const char *str)
420{ 412{
421 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
422 object *op; 414 object *op;
423 415
424 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
425 if (&op->name == name) 417 if (op->name == str_)
426 break; 418 break;
427 419
428 return op; 420 return op;
429} 421}
430 422
433{ 425{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435} 427}
436 428
437/* 429/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473}
474
475/*
476 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects. 431 * skill and experience objects.
478 */ 432 */
479void 433void
480set_owner (object *op, object *owner) 434object::set_owner (object *owner)
481{ 435{
482 if (owner == NULL || op == NULL) 436 if (!owner)
483 return; 437 return;
484 438
485 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
486 /* 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
487 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
488 * 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
489 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
491 */ 445 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 446 while (owner->owner)
493 owner = owner->owner; 447 owner = owner->owner;
494 448
495 /* IF the owner still has an owner, we did not resolve to a final owner.
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner; 449 this->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 {
524 /* players don't have owners - they own themselves. Update
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return;
531 }
532
533 set_owner (op, owner);
534} 450}
535 451
536/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links. 453 * refcounts and freeing the links.
538 */ 454 */
548 } 464 }
549 465
550 op->key_values = 0; 466 op->key_values = 0;
551} 467}
552 468
553void object::clear ()
554{
555 attachable_base::clear ();
556
557 free_key_values (this);
558
559 clear_owner (this);
560
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/* 469/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
620 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
621 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
622 * 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,
623 * 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
624 * will point at garbage. 475 * will point at garbage.
625 */ 476 */
626
627void 477void
628copy_object (object *op2, object *op) 478object::copy_to (object *dst)
629{ 479{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
632 482
633 op2->clone (op); 483 *(object_copy *)dst = *this;
634 484
635 if (is_freed) 485 if (is_freed)
636 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
637 if (is_removed) 488 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
639 490
640 if (op2->speed < 0) 491 if (speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
642 493
643 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
644 if (op2->key_values) 495 if (key_values)
645 { 496 {
646 key_value *tail = 0; 497 key_value *tail = 0;
647 key_value *i; 498 key_value *i;
648 499
649 op->key_values = 0; 500 dst->key_values = 0;
650 501
651 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
652 { 503 {
653 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
654 505
655 new_link->next = 0; 506 new_link->next = 0;
656 new_link->key = i->key; 507 new_link->key = i->key;
657 new_link->value = i->value; 508 new_link->value = i->value;
658 509
659 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
660 if (!op->key_values) 511 if (!dst->key_values)
661 { 512 {
662 op->key_values = new_link; 513 dst->key_values = new_link;
663 tail = new_link; 514 tail = new_link;
664 } 515 }
665 else 516 else
666 { 517 {
667 tail->next = new_link; 518 tail->next = new_link;
668 tail = new_link; 519 tail = new_link;
669 } 520 }
670 } 521 }
671 } 522 }
672 523
673 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;
674} 533}
675 534
676/* 535/*
677 * 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
678 * 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
679 * 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.
680 */ 539 */
681
682void 540void
683update_turn_face (object *op) 541update_turn_face (object *op)
684{ 542{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
686 return; 544 return;
545
687 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
689} 548}
690 549
691/* 550/*
692 * 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
693 * 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.
694 * 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.
695 */ 554 */
696
697void 555void
698update_ob_speed (object *op) 556object::set_speed (float speed)
699{ 557{
700 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 { 559 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0; 561 speed = 0;
713#endif
714 }
715 if (arch_init)
716 { 562 }
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724 563
725 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
726 * of the list. */ 565
727 op->active_next = active_objects; 566 if (has_active_speed ())
728 if (op->active_next != NULL) 567 activate ();
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 568 else
733 { 569 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 570}
754 571
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 572/*
787 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
789 * 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
790 * invisible object, etc...) 576 * invisible object, etc...)
791 * 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
792 * 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
793 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
794 * 580 *
795 * 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.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 582 * current action are:
801 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
803 * 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
804 * 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.
805 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
806 */ 588 */
807
808void 589void
809update_object (object *op, int action) 590update_object (object *op, int action)
810{ 591{
811 int update_now = 0, flags;
812 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
813 593
814 if (op == NULL) 594 if (op == NULL)
815 { 595 {
816 /* this should never happen */ 596 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
818 return; 598 return;
819 } 599 }
820 600
821 if (op->env != NULL) 601 if (op->env)
822 { 602 {
823 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
824 * to do in this case. 604 * to do in this case.
825 */ 605 */
826 return; 606 return;
831 */ 611 */
832 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return; 613 return;
834 614
835 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
837 { 617 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 619#ifdef MANY_CORES
840 abort (); 620 abort ();
841#endif 621#endif
842 return; 622 return;
843 } 623 }
844 624
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
852 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
853 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
858 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
859 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now. 642 * to have move_allow right now.
877 */ 643 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
880 646 m.flags_ = 0;
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 } 647 }
884 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 650 * that is being removed.
887 */ 651 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 653 m.flags_ = 0;
890 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 655 /* Nothing to do for that case */ ;
892 else 656 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 658
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 659 if (op->more)
902 update_object (op->more, action); 660 update_object (op->more, action);
903} 661}
904 662
905static unordered_vector<object *> mortals; 663object *object::first;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918}
919 664
920object::object () 665object::object ()
921{ 666{
922 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
923 668
924 expmul = 1.0; 669 expmul = 1.0;
925 face = blank_face; 670 face = blank_face;
926 attacked_by_count = -1;
927} 671}
928 672
929object::~object () 673object::~object ()
930{ 674{
931 free_key_values (this); 675 free_key_values (this);
932} 676}
933 677
934void object::link () 678void object::link ()
935{ 679{
936 count = ++ob_count; 680 uuid = gen_uuid ();
937 681
938 prev = 0; 682 refcnt_inc ();
939 next = objects; 683 objects.insert (this);
940
941 if (objects)
942 objects->prev = this;
943
944 objects = this;
945} 684}
946 685
947void object::unlink () 686void object::unlink ()
948{ 687{
949 count = 0; 688 objects.erase (this);
689 refcnt_dec ();
690}
950 691
951 /* Remove this object from the list of used objects */ 692void
952 if (prev) 693object::activate ()
953 { 694{
954 prev->next = next; 695 /* If already on active list, don't do anything */
955 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)
956 } 743 {
957 744 op->flag [flag] = value;
958 if (next) 745 op->set_flag_inv (flag, value);
959 { 746 }
960 next->prev = prev; 747}
961 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)
962 } 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;
963 784
964 if (this == objects) 785 if (op->flag [FLAG_STARTEQUIP]
965 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 }
966} 796}
967 797
968object *object::create () 798object *object::create ()
969{ 799{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 800 object *op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link (); 801 op->link ();
983 return op; 802 return op;
984} 803}
985 804
986/* 805void
987 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 807{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 808 if (flag [FLAG_IS_LINKED])
999 { 809 remove_button_link (this);
1000 LOG (llevDebug, "Free object called with non removed object\n");
1001 dump_object (this);
1002#ifdef MANY_CORES
1003 abort ();
1004#endif
1005 }
1006 810
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 811 if (flag [FLAG_FRIENDLY])
1008 {
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1010 remove_friendly_object (this); 812 remove_friendly_object (this);
1011 }
1012 813
1013 if (QUERY_FLAG (this, FLAG_FREED)) 814 if (!flag [FLAG_REMOVED])
1014 { 815 remove ();
1015 dump_object (this); 816
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 817 if (flag [FLAG_FREED])
1017 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;
1018 } 843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
1019 851
1020 if (more) 852 if (more)
1021 { 853 {
1022 more->free (free_inventory); 854 more->destroy ();
1023 more = 0; 855 more = 0;
1024 } 856 }
1025 857
1026 if (inv) 858 // clear those pointers that likely might have circular references to us
1027 { 859 owner = 0;
1028 /* Only if the space blocks everything do we not process - 860 enemy = 0;
1029 * if some form of movement is allowed, let objects 861 attacked_by = 0;
1030 * drop on that space. 862}
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036 863
1037 while (op) 864void
1038 { 865object::destroy (bool destroy_inventory)
1039 object * 866{
1040 tmp = op->below; 867 if (destroyed ())
868 return;
1041 869
1042 remove_ob (op); 870 if (destroy_inventory)
1043 op->free (free_inventory); 871 destroy_inv (false);
1044 op = tmp;
1045 }
1046 }
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051 872
1052 while (op) 873 attachable::destroy ();
1053 {
1054 object *
1055 tmp = op->below;
1056
1057 remove_ob (op);
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085} 874}
1086 875
1087/* 876/*
1088 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1089 * 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)).
1090 */ 879 */
1091
1092void 880void
1093sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1094{ 882{
1095 while (op != NULL) 883 while (op != NULL)
1096 { 884 {
1097 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 } 887
1101 op->carrying -= weight; 888 op->carrying -= weight;
1102 op = op->env; 889 op = op->env;
1103 } 890 }
1104} 891}
1105 892
1106/* remove_ob(op): 893/* op->remove ():
1107 * 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
1108 * 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
1109 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 898 * the previous environment.
1112 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1113 */ 900 */
1114
1115void 901void
1116remove_ob (object *op) 902object::remove ()
1117{ 903{
1118 object *tmp, *last = NULL; 904 object *tmp, *last = 0;
1119 object *otmp; 905 object *otmp;
1120 906
1121 tag_t tag;
1122 int check_walk_off;
1123 mapstruct *m;
1124
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1128 { 908 return;
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 909
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
912
913 if (more)
914 more->remove ();
1149 915
1150 /* 916 /*
1151 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1152 * inventory. 918 * inventory.
1153 */ 919 */
1154 if (op->env != NULL) 920 if (env)
1155 { 921 {
1156 if (op->nrof) 922 if (nrof)
1157 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1158 else 924 else
1159 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1160 926
1161 /* 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
1162 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 929 * to save cpu time.
1164 */ 930 */
1165 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))
1166 fix_player (otmp); 932 otmp->update_stats ();
1167 933
1168 if (op->above != NULL) 934 if (above)
1169 op->above->below = op->below; 935 above->below = below;
1170 else 936 else
1171 op->env->inv = op->below; 937 env->inv = below;
1172 938
1173 if (op->below != NULL) 939 if (below)
1174 op->below->above = op->above; 940 below->above = above;
1175 941
1176 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1177 * 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
1178 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1179 */ 945 */
1180 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1181 op->map = op->env->map; 947 map = env->map;
1182 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1183 op->env = NULL; 949 env = 0;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 { 950 }
1197 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)
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 } 952 {
1205 if (op->map != m) 953 if (type == PLAYER)
1206 { 954 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 955 --map->players;
1208 op->map->path, m->path, op->x, op->y, x, y); 956 map->touch ();
1209 } 957 }
1210 958
1211 /* Re did the following section of code - it looks like it had 959 map->dirty = true;
1212 * lots of logic for things we no longer care about
1213 */
1214 960
1215 /* link the object above us */ 961 /* link the object above us */
1216 if (op->above) 962 if (above)
1217 op->above->below = op->below; 963 above->below = below;
1218 else 964 else
1219 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 */
1220 966
1221 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1222 if (op->below) 968 if (below)
1223 op->below->above = op->above; 969 below->above = above;
1224 else 970 else
1225 { 971 {
1226 /* 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
1227 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1228 * evident 974 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */ 975 */
1263 if (tmp->container == op) 976 if (GET_MAP_OB (map, x, y) != this)
1264 { 977 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 978 char *dump = dump_object (this);
1266 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);
1267 } 985 }
1268 986
1269 tmp->contr->socket.update_look = 1; 987 map->at (x, y).bot = above; /* goes on above it. */
1270 }
1271 /* See if player moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273 { 988 }
1274 move_apply (tmp, op, NULL);
1275 989
1276 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)
1277 { 1005 {
1278 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 ();
1279 } 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 ());
1280 } 1029 }
1281 1030
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1284 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1285 tmp->above = NULL; 1034 tmp->above = 0;
1286 1035
1287 last = tmp; 1036 last = tmp;
1288 } 1037 }
1289 1038
1290 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1291 if (last == NULL) 1040 //TODO: this makes little sense, why only update the topmost object?
1292 { 1041 if (!last)
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1042 map->at (x, y).flags_ = 0;
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else 1043 else
1302 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1303 1045
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1048 }
1306} 1049}
1307 1050
1308/* 1051/*
1309 * merge_ob(op,top): 1052 * merge_ob(op,top):
1310 * 1053 *
1311 * This function goes through all objects below and including top, and 1054 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1055 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1056 * If top is NULL, it is calculated.
1314 * 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
1315 */ 1058 */
1316
1317object * 1059object *
1318merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1319{ 1061{
1320 if (!op->nrof) 1062 if (!op->nrof)
1321 return 0; 1063 return 0;
1322 if (top == NULL) 1064
1065 if (top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1068
1324 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1325 { 1070 {
1326 if (top == op) 1071 if (top == op)
1327 continue; 1072 continue;
1328 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1329 { 1075 {
1330 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1331 1077
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op); 1080 op->destroy ();
1335 free_object (op);
1336 return top; 1081 return top;
1337 } 1082 }
1338 } 1083 }
1084
1339 return NULL; 1085 return 0;
1340} 1086}
1341 1087
1342/* 1088/*
1343 * 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
1344 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1345 */ 1091 */
1346object * 1092object *
1347insert_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)
1348{ 1094{
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1096 {
1356 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1357 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1358 } 1099 }
1100
1359 return insert_ob_in_map (op, m, originator, flag); 1101 return insert_ob_in_map (op, m, originator, flag);
1360} 1102}
1361 1103
1362/* 1104/*
1363 * insert_ob_in_map (op, map, originator, flag): 1105 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1119 * Return value:
1378 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1122 * just 'op' otherwise
1381 */ 1123 */
1382
1383object * 1124object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1126{
1386 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1387 sint16 x, y; 1128 sint16 x, y;
1388 1129
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1390 { 1131 {
1391 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL; 1133 return NULL;
1393 } 1134 }
1394 1135
1395 if (m == NULL) 1136 if (!m)
1396 { 1137 {
1397 dump_object (op); 1138 char *dump = dump_object (op);
1398 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);
1399 return op; 1141 return op;
1400 } 1142 }
1401 1143
1402 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1403 { 1145 {
1404 dump_object (op); 1146 char *dump = dump_object (op);
1405 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);
1406#ifdef MANY_CORES 1148#ifdef MANY_CORES
1407 /* 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
1408 * 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
1409 * improperly inserted. 1151 * improperly inserted.
1410 */ 1152 */
1411 abort (); 1153 abort ();
1412#endif 1154#endif
1155 free (dump);
1413 return op; 1156 return op;
1414 } 1157 }
1415 1158
1416 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 { 1160 {
1418 dump_object (op); 1161 char *dump = dump_object (op);
1419 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);
1420 return op; 1164 return op;
1421 } 1165 }
1422 1166
1423 if (op->more != NULL) 1167 if (op->more)
1424 { 1168 {
1425 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1426 1170
1427 object *more = op->more; 1171 object *more = op->more;
1428 1172
1429 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1430 * 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
1431 * 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
1432 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1433 */ 1177 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map) 1180 else if (!more->map)
1437 { 1181 {
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 { 1189 {
1446 if (!op->head) 1190 if (!op->head)
1447 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");
1448 1192
1449 return NULL; 1193 return 0;
1450 } 1194 }
1451 } 1195 }
1452 1196
1453 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1198
1461 y = op->y; 1205 y = op->y;
1462 1206
1463 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1464 */ 1208 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1466 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)
1467 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1468 { 1212 {
1469 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1214 tmp->destroy ();
1471 free_object (tmp);
1472 } 1215 }
1473 1216
1474 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 */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1219
1489 op->below = originator->below; 1232 op->below = originator->below;
1490 1233
1491 if (op->below) 1234 if (op->below)
1492 op->below->above = op; 1235 op->below->above = op;
1493 else 1236 else
1494 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1495 1238
1496 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1497 originator->below = op; 1240 originator->below = op;
1498 } 1241 }
1499 else 1242 else
1500 { 1243 {
1501 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1502 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))
1503 { 1246 {
1504 object *last = NULL; 1247 object *last = 0;
1505 1248
1506 /* 1249 /*
1507 * 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.
1508 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1509 * 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
1513 * 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
1514 * 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
1515 * 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
1516 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1517 */ 1260 */
1518
1519 while (top != NULL) 1261 while (top)
1520 { 1262 {
1521 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))
1522 floor = top; 1264 floor = top;
1523 1265
1524 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))
1545 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1289 * stacking is a bit odd.
1548 */ 1290 */
1549 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551 { 1293 {
1552 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1296 break;
1555 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1577 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578 1320
1579 if (op->above) 1321 if (op->above)
1580 op->above->below = op; 1322 op->above->below = op;
1581 1323
1582 op->below = NULL; 1324 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1584 } 1326 }
1585 else 1327 else
1586 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1587 op->above = top->above; 1329 op->above = top->above;
1588 1330
1591 1333
1592 op->below = top; 1334 op->below = top;
1593 top->above = op; 1335 top->above = op;
1594 } 1336 }
1595 1337
1596 if (op->above == NULL) 1338 if (!op->above)
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1598 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1599 1341
1600 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1601 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;
1602 1350
1603 /* 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
1604 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1605 */ 1353 */
1606 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1607 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 ())
1608 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1609 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1610 1358
1611 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1612 * 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
1613 * 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
1614 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1615 * 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 -
1616 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1366 * of effect may be sufficient.
1619 */ 1367 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1622 1370
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1625 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1626 /* 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,
1627 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1628 * 1378 *
1629 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1382 * update_object().
1634 1384
1635 /* 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 */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 { 1387 {
1638 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1639 return NULL; 1389 return 0;
1640 1390
1641 /* 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
1642 * walk on's. 1392 * walk on's.
1643 */ 1393 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1646 return NULL; 1396 return 0;
1647 } 1397 }
1648 1398
1649 return op; 1399 return op;
1650} 1400}
1651 1401
1652/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1655 */ 1405 */
1656void 1406void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1408{
1659 object *tmp;
1660 object *tmp1; 1409 object *tmp, *tmp1;
1661 1410
1662 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1663 1412
1664 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)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 { 1415 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1416
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1674 1418
1675 tmp1->x = op->x; 1419 tmp1->x = op->x;
1676 tmp1->y = op->y; 1420 tmp1->y = op->y;
1677 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);
1678} 1428}
1679 1429
1680/* 1430/*
1681 * 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
1682 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1683 * 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).
1684 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array. 1435 * global static errmsg array.
1686 */ 1436 */
1687
1688object * 1437object *
1689get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1690{ 1439{
1691 object * 1440 object *newob;
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695 1442
1696 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1697 { 1444 {
1698 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);
1699 return NULL; 1446 return NULL;
1700 } 1447 }
1448
1701 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1450
1702 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1703 { 1452 orig_ob->destroy (1);
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed) 1453 else if (!is_removed)
1709 { 1454 {
1710 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 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)
1714 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.");
1715 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");
1716 return NULL; 1461 return NULL;
1717 } 1462 }
1718 } 1463 }
1464
1719 newob->nrof = nr; 1465 newob->nrof = nr;
1720 1466
1721 return newob; 1467 return newob;
1722} 1468}
1723 1469
1730 */ 1476 */
1731 1477
1732object * 1478object *
1733decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1734{ 1480{
1735 object * 1481 object *tmp;
1736 tmp;
1737 player *
1738 pl;
1739 1482
1740 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1484 return op;
1742 1485
1743 if (i > op->nrof) 1486 if (i > op->nrof)
1744 i = op->nrof; 1487 i = op->nrof;
1745 1488
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i; 1490 op->nrof -= i;
1749 }
1750 else if (op->env != NULL) 1491 else if (op->env)
1751 { 1492 {
1752 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1753 * therein? 1494 * therein?
1754 */ 1495 */
1755 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1756 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player. 1501 * and then searching the map for a player.
1761 */ 1502 */
1762 if (!tmp) 1503 if (!tmp)
1763 { 1504 for_all_players (pl)
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1766 break; 1508 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 } 1509 }
1772 1510
1773 if (i < op->nrof) 1511 if (i < op->nrof)
1774 { 1512 {
1775 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i; 1514 op->nrof -= i;
1777 if (tmp) 1515 if (tmp)
1778 {
1779 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1780 }
1781 } 1517 }
1782 else 1518 else
1783 { 1519 {
1784 remove_ob (op); 1520 op->remove ();
1785 op->nrof = 0; 1521 op->nrof = 0;
1786 if (tmp) 1522 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1789 }
1790 } 1524 }
1791 } 1525 }
1792 else 1526 else
1793 { 1527 {
1794 object *
1795 above = op->above; 1528 object *above = op->above;
1796 1529
1797 if (i < op->nrof) 1530 if (i < op->nrof)
1798 {
1799 op->nrof -= i; 1531 op->nrof -= i;
1800 }
1801 else 1532 else
1802 { 1533 {
1803 remove_ob (op); 1534 op->remove ();
1804 op->nrof = 0; 1535 op->nrof = 0;
1805 } 1536 }
1537
1806 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1808 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1809 { 1541 {
1810 if (op->nrof) 1542 if (op->nrof)
1811 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1812 else 1544 else
1813 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1814 } 1546 }
1815 } 1547 }
1816 1548
1817 if (op->nrof) 1549 if (op->nrof)
1818 {
1819 return op; 1550 return op;
1820 }
1821 else 1551 else
1822 { 1552 {
1823 free_object (op); 1553 op->destroy ();
1824 return NULL; 1554 return 0;
1825 } 1555 }
1826} 1556}
1827 1557
1828/* 1558/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1834add_weight (object *op, signed long weight) 1564add_weight (object *op, signed long weight)
1835{ 1565{
1836 while (op != NULL) 1566 while (op != NULL)
1837 { 1567 {
1838 if (op->type == CONTAINER) 1568 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 } 1570
1842 op->carrying += weight; 1571 op->carrying += weight;
1843 op = op->env; 1572 op = op->env;
1844 } 1573 }
1845} 1574}
1846 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
1847/* 1596/*
1848 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1849 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1850 * inside the object environment. 1599 * inside the object environment.
1851 * 1600 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1601 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1859 */ 1603 */
1860 1604
1861object * 1605object *
1862insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1863{ 1607{
1864 object * 1608 object *tmp, *otmp;
1865 tmp, *
1866 otmp;
1867 1609
1868 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 { 1611 op->remove ();
1870 dump_object (op); 1612
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1613 if (op->more)
1886 { 1614 {
1887 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);
1888 return op; 1616 return op;
1889 } 1617 }
1618
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1892 if (op->nrof) 1621 if (op->nrof)
1893 { 1622 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1896 { 1625 {
1897 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1627 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1902 */ 1631 */
1903 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1906 op = tmp; 1635 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break; 1638 break;
1910 } 1639 }
1911 1640
1912 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1916 * the linking below 1645 * the linking below
1917 */ 1646 */
1918 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1919 } 1648 }
1920 else 1649 else
1921 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1922 1651
1923 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1924 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp); 1655 otmp->update_stats ();
1928 }
1929 1656
1930 op->map = NULL; 1657 op->map = 0;
1931 op->env = where; 1658 op->env = this;
1932 op->above = NULL; 1659 op->above = 0;
1933 op->below = NULL; 1660 op->below = 0;
1934 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1935 1662
1936 /* 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 */
1937 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1938 { 1665 {
1939#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1940 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);
1941#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1943 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1944 } 1671 }
1945 1672
1946 /* 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.
1947 * It sure simplifies this function... 1674 * It sure simplifies this function...
1948 */ 1675 */
1949 if (where->inv == NULL) 1676 if (!inv)
1950 where->inv = op; 1677 inv = op;
1951 else 1678 else
1952 { 1679 {
1953 op->below = where->inv; 1680 op->below = inv;
1954 op->below->above = op; 1681 op->below->above = op;
1955 where->inv = op; 1682 inv = op;
1956 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1957 return op; 1687 return op;
1958} 1688}
1959 1689
1960/* 1690/*
1961 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1975 * 1705 *
1976 * 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
1977 * 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
1978 * on top. 1708 * on top.
1979 */ 1709 */
1980
1981int 1710int
1982check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1983{ 1712{
1984 object *tmp; 1713 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1714 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1988 1716
1989 MoveType move_on, move_slow, move_block; 1717 MoveType move_on, move_slow, move_block;
1990 1718
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1720 return 0;
1993
1994 tag = op->count;
1995 1721
1996 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);
1997 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);
1998 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);
1999 1725
2015 1741
2016 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
2018 */ 1744 */
2019 1745
2020 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)
2021 { 1747 {
2022 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
2023 * 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,
2024 * we don't need to check all of them. 1750 * we don't need to check all of them.
2025 */ 1751 */
2042 { 1768 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1771 {
2046 1772
1773 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1774 diff = tmp->move_slow_penalty * FABS (op->speed);
2048 1775
2049 if (op->type == PLAYER) 1776 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1779 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1788 {
2062 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
2063 1790
2064 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2065 return 1; 1792 return 1;
2066 1793
2067 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2079/* 1806/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2083 */ 1810 */
2084
2085object * 1811object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1813{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2092 { 1815 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1817 return NULL;
2095 } 1818 }
2096 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)
2097 if (tmp->arch == at) 1821 if (tmp->arch == at)
2098 return tmp; 1822 return tmp;
1823
2099 return NULL; 1824 return NULL;
2100} 1825}
2101 1826
2102/* 1827/*
2103 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2106 */ 1831 */
2107
2108object * 1832object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2110{ 1834{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2115 { 1836 {
2116 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1838 return NULL;
2118 } 1839 }
2119 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)
2120 if (tmp->type == type) 1842 if (tmp->type == type)
2121 return tmp; 1843 return tmp;
1844
2122 return NULL; 1845 return NULL;
2123} 1846}
2124 1847
2125/* 1848/*
2126 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2129 */ 1852 */
2130
2131object * 1853object *
2132present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2133{ 1855{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1857 if (tmp->type == type)
2139 return tmp; 1858 return tmp;
1859
2140 return NULL; 1860 return NULL;
2141} 1861}
2142 1862
2143/* 1863/*
2144 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2152 * 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
2153 * 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
2154 * 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
2155 * to be unique. 1875 * to be unique.
2156 */ 1876 */
2157
2158object * 1877object *
2159present_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)
2160{ 1879{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1882 return tmp;
2168 } 1883
2169 return NULL; 1884 return 0;
2170} 1885}
2171 1886
2172/* 1887/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2176 */ 1891 */
2177
2178object * 1892object *
2179present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2180{ 1894{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at) 1896 if (tmp->arch == at)
2186 return tmp; 1897 return tmp;
1898
2187 return NULL; 1899 return NULL;
2188} 1900}
2189 1901
2190/* 1902/*
2191 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2192 */ 1904 */
2193void 1905void
2194flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2195{ 1907{
2196 object *
2197 tmp;
2198
2199 if (op->inv) 1908 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 { 1910 {
2202 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2204 } 1913 }
2205} /* 1914}
1915
1916/*
2206 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2207 */ 1918 */
2208void 1919void
2209unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2210{ 1921{
2211 object *
2212 tmp;
2213
2214 if (op->inv) 1922 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 { 1924 {
2217 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2219 } 1927 }
2220} 1928}
2223 * 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
2224 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2225 * 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
2226 * 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.
2227 */ 1935 */
2228
2229void 1936void
2230set_cheat (object *op) 1937set_cheat (object *op)
2231{ 1938{
2232 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2252 * 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
2253 * 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
2254 * 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
2255 * customized, changed states, etc. 1962 * customized, changed states, etc.
2256 */ 1963 */
2257
2258int 1964int
2259find_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)
2260{ 1966{
2261 int
2262 i,
2263 index = 0, flag; 1967 int index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2266 1969
2267 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2268 { 1971 {
2269 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]);
2270 if (!flag) 1973 if (!flag)
2271 altern[index++] = i; 1974 altern [index++] = i;
2272 1975
2273 /* 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.
2274 * 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.
2275 * 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 -
2276 * 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
2277 * 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
2278 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2280 */ 1983 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2282 stop = maxfree[i]; 1985 stop = maxfree[i];
2283 } 1986 }
1987
2284 if (!index) 1988 if (!index)
2285 return -1; 1989 return -1;
1990
2286 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2287} 1992}
2288 1993
2289/* 1994/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2292 * 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.
2293 * 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.
2294 */ 1999 */
2295
2296int 2000int
2297find_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)
2298{ 2002{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 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]))
2305 return i; 2005 return i;
2306 } 2006
2307 return -1; 2007 return -1;
2308} 2008}
2309 2009
2310/* 2010/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2014 */
2314static void 2015static void
2315permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2316{ 2017{
2317 int 2018 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2019 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2020
2328 tmp = arr[i]; 2021 while (--end)
2329 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2023}
2333 2024
2334/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2031 */
2341void 2032void
2342get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2343{ 2034{
2344 int 2035 int i;
2345 i;
2346 2036
2347 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2038 search_arr[i] = i;
2350 }
2351 2039
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2043}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2055 * there is capable of.
2368 */ 2056 */
2369
2370int 2057int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2059{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2376 sint16 2061
2377 nx, 2062 sint16 nx, ny;
2378 ny;
2379 object * 2063 object *tmp;
2380 tmp; 2064 maptile *mp;
2381 mapstruct * 2065
2382 mp; 2066 MoveType blocked, move_type;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2067
2387 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2388 { 2069 {
2389 exclude = exclude->head; 2070 exclude = exclude->head;
2390 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2400 mp = m; 2081 mp = m;
2401 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2403 2084
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2405 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2088 max = maxfree[i];
2408 }
2409 else 2089 else
2410 { 2090 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2412 2094
2413 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2096 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2418 { 2098 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break; 2102 break;
2424 } 2103
2425 }
2426 if (tmp) 2104 if (tmp)
2427 {
2428 return freedir[i]; 2105 return freedir[i];
2429 }
2430 } 2106 }
2431 } 2107 }
2432 } 2108 }
2109
2433 return 0; 2110 return 0;
2434} 2111}
2435 2112
2436/* 2113/*
2437 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2115 * distance between the two given objects.
2439 */ 2116 */
2440
2441int 2117int
2442distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2443{ 2119{
2444 int
2445 i;
2446
2447 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);
2448 return i;
2449} 2121}
2450 2122
2451/* 2123/*
2452 * 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
2453 * 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
2454 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2455 */ 2127 */
2456
2457int 2128int
2458find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2459{ 2130{
2460 int 2131 int q;
2461 q;
2462 2132
2463 if (y) 2133 if (y)
2464 q = x * 100 / y; 2134 q = x * 100 / y;
2465 else if (x) 2135 else if (x)
2466 q = -300 * x; 2136 q = -300 * x;
2501int 2171int
2502absdir (int d) 2172absdir (int d)
2503{ 2173{
2504 while (d < 1) 2174 while (d < 1)
2505 d += 8; 2175 d += 8;
2176
2506 while (d > 8) 2177 while (d > 8)
2507 d -= 8; 2178 d -= 8;
2179
2508 return d; 2180 return d;
2509} 2181}
2510 2182
2511/* 2183/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 */ 2186 */
2515 2187
2516int 2188int
2517dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2518{ 2190{
2519 int 2191 int d;
2520 d;
2521 2192
2522 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2523 if (d > 4) 2194 if (d > 4)
2524 d = 8 - d; 2195 d = 8 - d;
2196
2525 return d; 2197 return d;
2526} 2198}
2527 2199
2528/* peterm: 2200/* peterm:
2529 * 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.
2532 * 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
2533 * 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.
2534 * 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
2535 * functions. 2207 * functions.
2536 */ 2208 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2264 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2596 */ 2266 */
2597
2598
2599int 2267int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2269{
2602 sint16 2270 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2271 int mflags;
2607 2272
2608 if (dir < 0) 2273 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2610 2275
2611 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2624 return 0; 2289 return 0;
2625 2290
2626 /* yes, can see. */ 2291 /* yes, can see. */
2627 if (dir < 9) 2292 if (dir < 9)
2628 return 1; 2293 return 1;
2294
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2298}
2632
2633
2634 2299
2635/* 2300/*
2636 * 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
2637 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2317}
2653 2318
2654
2655/* 2319/*
2656 * create clone from object to another 2320 * create clone from object to another
2657 */ 2321 */
2658object * 2322object *
2659object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2660{ 2324{
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2663 2326
2664 if (!asrc) 2327 if (!asrc)
2665 return NULL; 2328 return 0;
2329
2666 src = asrc; 2330 src = asrc;
2667 if (src->head) 2331 if (src->head)
2668 src = src->head; 2332 src = src->head;
2669 2333
2670 prev = NULL; 2334 prev = 0;
2671 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2672 { 2336 {
2673 tmp = get_object (); 2337 tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x; 2338 tmp->x -= src->x;
2676 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2677 if (!part->head) 2341 if (!part->head)
2678 { 2342 {
2679 dst = tmp; 2343 dst = tmp;
2680 tmp->head = NULL; 2344 tmp->head = 0;
2681 } 2345 }
2682 else 2346 else
2683 {
2684 tmp->head = dst; 2347 tmp->head = dst;
2685 } 2348
2686 tmp->more = NULL; 2349 tmp->more = 0;
2350
2687 if (prev) 2351 if (prev)
2688 prev->more = tmp; 2352 prev->more = tmp;
2353
2689 prev = tmp; 2354 prev = tmp;
2690 } 2355 }
2691 2356
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2359
2698 return dst; 2360 return dst;
2699} 2361}
2700 2362
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2721
2722object * 2369object *
2723load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2724{ 2371{
2725 object * 2372 object *op;
2726 op;
2727 char
2728 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2729 2374
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731 2376
2732 FILE *
2733 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2734 2378
2735 if (tempfile == NULL) 2379 if (tempfile == NULL)
2736 { 2380 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL; 2382 return NULL;
2739 }; 2383 }
2384
2740 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2386 fclose (tempfile);
2742 2387
2743 op = get_object (); 2388 op = object::create ();
2744 2389
2745 object_thawer 2390 object_thawer thawer (filename);
2746 thawer (filename);
2747 2391
2748 if (thawer) 2392 if (thawer)
2749 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2750 2394
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 * returns NULL if no match. 2403 * returns NULL if no match.
2760 */ 2404 */
2761object * 2405object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2407{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2410 return tmp;
2770 2411
2771 return NULL; 2412 return 0;
2772} 2413}
2773 2414
2774/* 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,
2775 * otherwise return NULL. 2416 * otherwise return NULL.
2776 * 2417 *
2778 * do the desired thing. 2419 * do the desired thing.
2779 */ 2420 */
2780key_value * 2421key_value *
2781get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2782{ 2423{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2425 if (link->key == key)
2789 {
2790 return link; 2426 return link;
2791 }
2792 }
2793 2427
2794 return NULL; 2428 return 0;
2795} 2429}
2796 2430
2797/* 2431/*
2798 * 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.
2799 * 2433 *
2802 * The returned string is shared. 2436 * The returned string is shared.
2803 */ 2437 */
2804const char * 2438const char *
2805get_ob_key_value (const object *op, const char *const key) 2439get_ob_key_value (const object *op, const char *const key)
2806{ 2440{
2807 key_value * 2441 key_value *link;
2808 link; 2442 shstr_cmp canonical_key (key);
2809 const char *
2810 canonical_key;
2811 2443
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL) 2444 if (!canonical_key)
2815 { 2445 {
2816 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2820 */ 2450 */
2821 return NULL; 2451 return 0;
2822 } 2452 }
2823 2453
2824 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2826 */ 2456 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2457 for (link = op->key_values; link; link = link->next)
2828 {
2829 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2830 {
2831 return link->value; 2459 return link->value;
2832 } 2460
2833 }
2834 return NULL; 2461 return 0;
2835} 2462}
2836 2463
2837 2464
2838/* 2465/*
2839 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2846 * Returns TRUE on success. 2473 * Returns TRUE on success.
2847 */ 2474 */
2848int 2475int
2849set_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)
2850{ 2477{
2851 key_value *
2852 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2853 2479
2854 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2855 { 2481 {
2856 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2857 { 2483 {
2875 if (last) 2501 if (last)
2876 last->next = field->next; 2502 last->next = field->next;
2877 else 2503 else
2878 op->key_values = field->next; 2504 op->key_values = field->next;
2879 2505
2880 delete
2881 field; 2506 delete field;
2882 } 2507 }
2883 } 2508 }
2884 return TRUE; 2509 return TRUE;
2885 } 2510 }
2886 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2887 2512
2888 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2889 2514
2890 if (!add_key) 2515 if (!add_key)
2891 {
2892 return FALSE; 2516 return FALSE;
2893 } 2517
2894 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2898 * should pass in "" 2522 * should pass in ""
2921 * Returns TRUE on success. 2545 * Returns TRUE on success.
2922 */ 2546 */
2923int 2547int
2924set_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)
2925{ 2549{
2926 shstr
2927 key_ (key); 2550 shstr key_ (key);
2928 2551
2929 return set_ob_key_value_s (op, key_, value, add_key); 2552 return set_ob_key_value_s (op, key_, value, add_key);
2930} 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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