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Comparing deliantra/server/common/object.C (file contents):
Revision 1.27 by root, Mon Sep 11 12:08:45 2006 UTC vs.
Revision 1.111 by root, Mon Jan 8 01:19:02 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.27 2006/09/11 12:08:45 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
47 44
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 57};
61 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 137static int
64compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
65{ 139{
66 key_value *wants_field; 140 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
71 */ 145 */
72 146
73 /* For each field in wants, */ 147 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 149 {
76 key_value *has_field; 150 key_value *has_field;
77 151
78 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
113 * 187 *
114 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
117 * 191 *
118 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
119 * 193 *
120 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
121 * check weight 195 * check weight
122 */ 196 */
123
124bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
125{ 198{
126 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
128 return 0; 205 return 0;
129 206
130 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 210 * used to store nrof).
136 */ 211 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 223
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 226
152 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 252 return 0;
184 253
185 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 255 * check all objects in the inventory.
187 */ 256 */
190 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 261 return 0;
193 262
194 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 265 return 0;
197 266
198 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 268 * if it is valid.
200 */ 269 */
209 278
210 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
212 * check? 281 * check?
213 */ 282 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 284 return 0;
216 285
217 switch (ob1->type) 286 switch (ob1->type)
218 { 287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
221 return 0; 290 return 0;
222 break; 291 break;
223 } 292 }
224 293
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 295 {
227 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
249/* 318/*
250 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
253 */ 322 */
254signed long 323long
255sum_weight (object *op) 324sum_weight (object *op)
256{ 325{
257 signed long sum; 326 long sum;
258 object *inv; 327 object *inv;
259 328
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 330 {
262 if (inv->inv) 331 if (inv->inv)
263 sum_weight (inv); 332 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 334 }
335
266 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
268 if (op->carrying != sum) 339 if (op->carrying != sum)
269 op->carrying = sum; 340 op->carrying = sum;
341
270 return sum; 342 return sum;
271} 343}
272 344
273/** 345/**
274 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
281 op = op->env; 353 op = op->env;
282 return op; 354 return op;
283} 355}
284 356
285/* 357/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 359 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
304 */ 361 */
305 362
306void 363char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 364dump_object (object *op)
362{ 365{
363 if (op == NULL) 366 if (!op)
364 { 367 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 368
372void 369 object_freezer freezer;
373dump_all_objects (void) 370 save_object (freezer, op, 1);
374{ 371 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 372}
383 373
384/* 374/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
402} 392}
403 393
404/* 394/*
405 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
406 */ 396 */
407
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 return ((unsigned int)i) < objects.size ()
412 401 ? objects [i]
413 for (op = objects; op != NULL; op = op->next) 402 : 0;
414 if (op->count == i)
415 break;
416 return op;
417} 403}
418 404
419/* 405/*
420 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
423 */ 409 */
424
425object * 410object *
426find_object_name (const char *str) 411find_object_name (const char *str)
427{ 412{
428 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
429 object *op; 414 object *op;
430 415
431 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
432 if (&op->name == name) 417 if (op->name == str_)
433 break; 418 break;
434 419
435 return op; 420 return op;
436} 421}
437 422
440{ 425{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 427}
443 428
444/* 429/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 431 * skill and experience objects.
485 */ 432 */
486void 433void
487set_owner (object *op, object *owner) 434object::set_owner (object *owner)
488{ 435{
489 if (owner == NULL || op == NULL) 436 if (!owner)
490 return; 437 return;
491 438
492 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
498 */ 445 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 446 while (owner->owner)
500 owner = owner->owner; 447 owner = owner->owner;
501 448
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 449 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 450}
542 451
543/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 453 * refcounts and freeing the links.
545 */ 454 */
555 } 464 }
556 465
557 op->key_values = 0; 466 op->key_values = 0;
558} 467}
559 468
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 469/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 475 * will point at garbage.
632 */ 476 */
633
634void 477void
635copy_object (object *op2, object *op) 478object::copy_to (object *dst)
636{ 479{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 482
640 op2->clone (op); 483 *(object_copy *)dst = *this;
641 484
642 if (is_freed) 485 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
644 if (is_removed) 488 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
646 490
647 if (op2->speed < 0) 491 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 493
650 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
651 if (op2->key_values) 495 if (key_values)
652 { 496 {
653 key_value *tail = 0; 497 key_value *tail = 0;
654 key_value *i; 498 key_value *i;
655 499
656 op->key_values = 0; 500 dst->key_values = 0;
657 501
658 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
659 { 503 {
660 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
661 505
662 new_link->next = 0; 506 new_link->next = 0;
663 new_link->key = i->key; 507 new_link->key = i->key;
664 new_link->value = i->value; 508 new_link->value = i->value;
665 509
666 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
667 if (!op->key_values) 511 if (!dst->key_values)
668 { 512 {
669 op->key_values = new_link; 513 dst->key_values = new_link;
670 tail = new_link; 514 tail = new_link;
671 } 515 }
672 else 516 else
673 { 517 {
674 tail->next = new_link; 518 tail->next = new_link;
675 tail = new_link; 519 tail = new_link;
676 } 520 }
677 } 521 }
678 } 522 }
679 523
680 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
681} 533}
682 534
683/* 535/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
687 */ 539 */
688
689void 540void
690update_turn_face (object *op) 541update_turn_face (object *op)
691{ 542{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 544 return;
545
694 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
696} 548}
697 549
698/* 550/*
699 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
702 */ 554 */
703
704void 555void
705update_ob_speed (object *op) 556object::set_speed (float speed)
706{ 557{
707 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 559 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 561 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 562 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 563
732 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
733 * of the list. */ 565
734 op->active_next = active_objects; 566 if (has_active_speed ())
735 if (op->active_next != NULL) 567 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 568 else
740 { 569 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 570}
761 571
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 572/*
794 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 576 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
801 * 580 *
802 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 582 * current action are:
808 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
813 */ 588 */
814
815void 589void
816update_object (object *op, int action) 590update_object (object *op, int action)
817{ 591{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
820 593
821 if (op == NULL) 594 if (op == NULL)
822 { 595 {
823 /* this should never happen */ 596 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 598 return;
826 } 599 }
827 600
828 if (op->env != NULL) 601 if (op->env)
829 { 602 {
830 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
831 * to do in this case. 604 * to do in this case.
832 */ 605 */
833 return; 606 return;
838 */ 611 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 613 return;
841 614
842 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 617 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 619#ifdef MANY_CORES
847 abort (); 620 abort ();
848#endif 621#endif
849 return; 622 return;
850 } 623 }
851 624
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
859 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
860 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 642 * to have move_allow right now.
884 */ 643 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 646 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 647 }
891 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 650 * that is being removed.
894 */ 651 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 update_now = 1; 653 m.flags_ = 0;
897 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */; 655 /* Nothing to do for that case */ ;
899 else 656 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 658
902 if (update_now)
903 {
904 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905 update_position (op->map, op->x, op->y);
906 }
907
908 if (op->more != NULL) 659 if (op->more)
909 update_object (op->more, action); 660 update_object (op->more, action);
910} 661}
911 662
912static unordered_vector<object *> mortals; 663object *object::first;
913static std::vector<object *> freed;
914
915void object::free_mortals ()
916{
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925}
926 664
927object::object () 665object::object ()
928{ 666{
929 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
930 668
931 expmul = 1.0; 669 expmul = 1.0;
932 face = blank_face; 670 face = blank_face;
933 attacked_by_count = -1;
934} 671}
935 672
936object::~object () 673object::~object ()
937{ 674{
938 free_key_values (this); 675 free_key_values (this);
939} 676}
940 677
941void object::link () 678void object::link ()
942{ 679{
943 count = ++ob_count; 680 assert (!count);//D
681 uuid = gen_uuid ();
944 682
945 prev = 0; 683 refcnt_inc ();
946 next = objects; 684 objects.insert (this);
947
948 if (objects)
949 objects->prev = this;
950
951 objects = this;
952} 685}
953 686
954void object::unlink () 687void object::unlink ()
955{ 688{
956 count = 0; 689 assert (count);//D
690 objects.erase (this);
691 refcnt_dec ();
692}
957 693
958 /* Remove this object from the list of used objects */ 694void
959 if (prev) 695object::activate ()
960 { 696{
961 prev->next = next; 697 /* If already on active list, don't do anything */
962 prev = 0; 698 if (active)
699 return;
700
701 if (has_active_speed ())
702 actives.insert (this);
703}
704
705void
706object::activate_recursive ()
707{
708 activate ();
709
710 for (object *op = inv; op; op = op->below)
711 op->activate_recursive ();
712}
713
714/* This function removes object 'op' from the list of active
715 * objects.
716 * This should only be used for style maps or other such
717 * reference maps where you don't want an object that isn't
718 * in play chewing up cpu time getting processed.
719 * The reverse of this is to call update_ob_speed, which
720 * will do the right thing based on the speed of the object.
721 */
722void
723object::deactivate ()
724{
725 /* If not on the active list, nothing needs to be done */
726 if (!active)
727 return;
728
729 actives.erase (this);
730}
731
732void
733object::deactivate_recursive ()
734{
735 for (object *op = inv; op; op = op->below)
736 op->deactivate_recursive ();
737
738 deactivate ();
739}
740
741void
742object::set_flag_inv (int flag, int value)
743{
744 for (object *op = inv; op; op = op->below)
963 } 745 {
964 746 op->flag [flag] = value;
965 if (next) 747 op->set_flag_inv (flag, value);
966 { 748 }
967 next->prev = prev; 749}
968 next = 0; 750
751/*
752 * Remove and free all objects in the inventory of the given object.
753 * object.c ?
754 */
755void
756object::destroy_inv (bool drop_to_ground)
757{
758 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory,
762 // cf will crash below with off-map x and y
763 if (!inv)
764 return;
765
766 /* Only if the space blocks everything do we not process -
767 * if some form of movement is allowed, let objects
768 * drop on that space.
769 */
770 if (!drop_to_ground
771 || !map
772 || map->in_memory != MAP_IN_MEMORY
773 || ms ().move_block == MOVE_ALL)
969 } 774 {
775 while (inv)
776 {
777 inv->destroy_inv (drop_to_ground);
778 inv->destroy ();
779 }
780 }
781 else
782 { /* Put objects in inventory onto this space */
783 while (inv)
784 {
785 object *op = inv;
970 786
971 if (this == objects) 787 if (op->flag [FLAG_STARTEQUIP]
972 objects = next; 788 || op->flag [FLAG_NO_DROP]
789 || op->type == RUNE
790 || op->type == TRAP
791 || op->flag [FLAG_IS_A_TEMPLATE]
792 || op->flag [FLAG_DESTROY_ON_DEATH])
793 op->destroy ();
794 else
795 map->insert (op, x, y);
796 }
797 }
973} 798}
974 799
975object *object::create () 800object *object::create ()
976{ 801{
977 object *op;
978
979 if (freed.empty ())
980 op = new object; 802 object *op = new object;
981 else
982 {
983 // highly annoying, but the only way to get it stable right now
984 op = freed.back (); freed.pop_back ();
985 op->~object ();
986 new ((void *)op) object;
987 }
988
989 op->link (); 803 op->link ();
990 return op; 804 return op;
991} 805}
992 806
993/* 807void
994 * free_object() frees everything allocated by an object, removes 808object::do_destroy ()
995 * it from the list of used objects, and puts it on the list of
996 * free objects. The IS_FREED() flag is set in the object.
997 * The object must have been removed by remove_ob() first for
998 * this function to succeed.
999 *
1000 * If free_inventory is set, free inventory as well. Else drop items in
1001 * inventory to the ground.
1002 */
1003void object::free (bool free_inventory)
1004{ 809{
1005 if (!QUERY_FLAG (this, FLAG_REMOVED)) 810 if (flag [FLAG_IS_LINKED])
1006 { 811 remove_button_link (this);
1007 LOG (llevDebug, "Free object called with non removed object\n");
1008 dump_object (this);
1009#ifdef MANY_CORES
1010 abort ();
1011#endif
1012 }
1013 812
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 813 if (flag [FLAG_FRIENDLY])
1015 {
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1017 remove_friendly_object (this); 814 remove_friendly_object (this);
1018 }
1019 815
1020 if (QUERY_FLAG (this, FLAG_FREED)) 816 if (!flag [FLAG_REMOVED])
1021 { 817 remove ();
1022 dump_object (this); 818
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 819 if (flag [FLAG_FREED])
1024 return; 820 return;
821
822 set_speed (0);
823
824 flag [FLAG_FREED] = 1;
825
826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
1025 } 845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
1026 853
1027 if (more) 854 if (more)
1028 { 855 {
1029 more->free (free_inventory); 856 more->destroy ();
1030 more = 0; 857 more = 0;
1031 } 858 }
1032 859
1033 if (inv) 860 // clear those pointers that likely might have circular references to us
1034 { 861 owner = 0;
1035 /* Only if the space blocks everything do we not process - 862 enemy = 0;
1036 * if some form of movement is allowed, let objects 863 attacked_by = 0;
1037 * drop on that space. 864}
1038 */
1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040 {
1041 object *
1042 op = inv;
1043 865
1044 while (op) 866void
1045 { 867object::destroy (bool destroy_inventory)
1046 object * 868{
1047 tmp = op->below; 869 if (destroyed ())
870 return;
1048 871
1049 remove_ob (op); 872 if (destroy_inventory)
1050 op->free (free_inventory); 873 destroy_inv (false);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058 874
1059 while (op) 875 attachable::destroy ();
1060 {
1061 object *
1062 tmp = op->below;
1063
1064 remove_ob (op);
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1079 }
1080
1081 clear_owner (this);
1082
1083 /* Remove object from the active list */
1084 speed = 0;
1085 update_ob_speed (this);
1086
1087 unlink ();
1088
1089 SET_FLAG (this, FLAG_FREED);
1090
1091 mortals.push_back (this);
1092} 876}
1093 877
1094/* 878/*
1095 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1097 */ 881 */
1098
1099void 882void
1100sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1101{ 884{
1102 while (op != NULL) 885 while (op != NULL)
1103 { 886 {
1104 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 } 889
1108 op->carrying -= weight; 890 op->carrying -= weight;
1109 op = op->env; 891 op = op->env;
1110 } 892 }
1111} 893}
1112 894
1113/* remove_ob(op): 895/* op->remove ():
1114 * This function removes the object op from the linked list of objects 896 * This function removes the object op from the linked list of objects
1115 * which it is currently tied to. When this function is done, the 897 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1118 * the previous environment. 900 * the previous environment.
1119 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1120 */ 902 */
1121
1122void 903void
1123remove_ob (object *op) 904object::remove ()
1124{ 905{
1125 object *tmp, *last = NULL; 906 object *tmp, *last = 0;
1126 object *otmp; 907 object *otmp;
1127 908
1128 tag_t tag;
1129 int check_walk_off;
1130 mapstruct *m;
1131
1132 sint16 x, y;
1133
1134 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1135 { 910 return;
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138 911
1139 /* Changed it to always dump core in this case. As has been learned
1140 * in the past, trying to recover from errors almost always
1141 * make things worse, and this is a real error here - something
1142 * that should not happen.
1143 * Yes, if this was a mission critical app, trying to do something
1144 * to recover may make sense, but that is because failure of the app
1145 * may have other disastrous problems. Cf runs out of a script
1146 * so is easily enough restarted without any real problems.
1147 * MSW 2001-07-01
1148 */
1149 abort ();
1150 }
1151
1152 if (op->more != NULL)
1153 remove_ob (op->more);
1154
1155 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
914
915 if (more)
916 more->remove ();
1156 917
1157 /* 918 /*
1158 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1159 * inventory. 920 * inventory.
1160 */ 921 */
1161 if (op->env != NULL) 922 if (env)
1162 { 923 {
1163 if (op->nrof) 924 if (nrof)
1164 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1165 else 926 else
1166 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1167 928
1168 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1169 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1170 * to save cpu time. 931 * to save cpu time.
1171 */ 932 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173 fix_player (otmp); 934 otmp->update_stats ();
1174 935
1175 if (op->above != NULL) 936 if (above)
1176 op->above->below = op->below; 937 above->below = below;
1177 else 938 else
1178 op->env->inv = op->below; 939 env->inv = below;
1179 940
1180 if (op->below != NULL) 941 if (below)
1181 op->below->above = op->above; 942 below->above = above;
1182 943
1183 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1186 */ 947 */
1187 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1188 op->map = op->env->map; 949 map = env->map;
1189 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1190 op->env = NULL; 951 env = 0;
1191 return;
1192 }
1193
1194 /* If we get here, we are removing it from a map */
1195 if (op->map == NULL)
1196 return;
1197
1198 x = op->x;
1199 y = op->y;
1200 m = get_map_from_coord (op->map, &x, &y);
1201
1202 if (!m)
1203 { 952 }
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 953 else if (map)
1205 op->map->path, op->x, op->y);
1206 /* in old days, we used to set x and y to 0 and continue.
1207 * it seems if we get into this case, something is probablye
1208 * screwed up and should be fixed.
1209 */
1210 abort ();
1211 } 954 {
1212 if (op->map != m) 955 if (type == PLAYER)
1213 { 956 {
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 957 --map->players;
1215 op->map->path, m->path, op->x, op->y, x, y); 958 map->touch ();
1216 } 959 }
1217 960
1218 /* Re did the following section of code - it looks like it had 961 map->dirty = true;
1219 * lots of logic for things we no longer care about
1220 */
1221 962
1222 /* link the object above us */ 963 /* link the object above us */
1223 if (op->above) 964 if (above)
1224 op->above->below = op->below; 965 above->below = below;
1225 else 966 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1227 968
1228 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1229 if (op->below) 970 if (below)
1230 op->below->above = op->above; 971 below->above = above;
1231 else 972 else
1232 { 973 {
1233 /* Nothing below, which means we need to relink map object for this space 974 /* Nothing below, which means we need to relink map object for this space
1234 * use translated coordinates in case some oddness with map tiling is 975 * use translated coordinates in case some oddness with map tiling is
1235 * evident 976 * evident
1236 */
1237 if (GET_MAP_OB (m, x, y) != op)
1238 {
1239 dump_object (op);
1240 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",
1241 errmsg);
1242 dump_object (GET_MAP_OB (m, x, y));
1243 LOG (llevError, "%s\n", errmsg);
1244 }
1245
1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1247 }
1248
1249 op->above = NULL;
1250 op->below = NULL;
1251
1252 if (op->map->in_memory == MAP_SAVING)
1253 return;
1254
1255 tag = op->count;
1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257
1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259 {
1260 /* No point updating the players look faces if he is the object
1261 * being removed.
1262 */
1263
1264 if (tmp->type == PLAYER && tmp != op)
1265 {
1266 /* If a container that the player is currently using somehow gets
1267 * removed (most likely destroyed), update the player view
1268 * appropriately.
1269 */ 977 */
1270 if (tmp->container == op) 978 if (GET_MAP_OB (map, x, y) != this)
1271 { 979 {
1272 CLEAR_FLAG (op, FLAG_APPLIED); 980 char *dump = dump_object (this);
1273 tmp->container = NULL; 981 LOG (llevError,
982 "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);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
1274 } 987 }
1275 988
1276 tmp->contr->socket.update_look = 1; 989 map->at (x, y).bot = above; /* goes on above it. */
1277 }
1278 /* See if player moving off should effect something */
1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1280 { 990 }
1281 move_apply (tmp, op, NULL);
1282 991
1283 if (was_destroyed (op, tag)) 992 above = 0;
993 below = 0;
994
995 if (map->in_memory == MAP_SAVING)
996 return;
997
998 int check_walk_off = !flag [FLAG_NO_APPLY];
999
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1001 {
1002 /* No point updating the players look faces if he is the object
1003 * being removed.
1004 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1284 { 1007 {
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1286 } 1020 }
1021
1022 /* See if object moving off should effect something */
1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 {
1027 move_apply (tmp, this, 0);
1028
1029 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1287 } 1031 }
1288 1032
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1291 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1292 tmp->above = NULL; 1036 tmp->above = 0;
1293 1037
1294 last = tmp; 1038 last = tmp;
1295 } 1039 }
1296 1040
1297 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1298 if (last == NULL) 1042 //TODO: this makes little sense, why only update the topmost object?
1299 { 1043 if (!last)
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1044 map->at (x, y).flags_ = 0;
1301 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302 * those out anyways, and if there are any flags set right now, they won't
1303 * be correct anyways.
1304 */
1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306 update_position (op->map, op->x, op->y);
1307 }
1308 else 1045 else
1309 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1310 1047
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1312 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1050 }
1313} 1051}
1314 1052
1315/* 1053/*
1316 * merge_ob(op,top): 1054 * merge_ob(op,top):
1317 * 1055 *
1318 * This function goes through all objects below and including top, and 1056 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object. 1057 * merges op to the first matching object.
1320 * If top is NULL, it is calculated. 1058 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL 1059 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */ 1060 */
1323
1324object * 1061object *
1325merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1326{ 1063{
1327 if (!op->nrof) 1064 if (!op->nrof)
1328 return 0; 1065 return 0;
1329 if (top == NULL) 1066
1067 if (top)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1070
1331 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1332 { 1072 {
1333 if (top == op) 1073 if (top == op)
1334 continue; 1074 continue;
1335 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1336 { 1077 {
1337 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1338 1079
1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1340 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1341 remove_ob (op); 1082 op->destroy ();
1342 free_object (op);
1343 return top; 1083 return top;
1344 } 1084 }
1345 } 1085 }
1086
1346 return NULL; 1087 return 0;
1347} 1088}
1348 1089
1349/* 1090/*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1351 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1352 */ 1093 */
1353object * 1094object *
1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1355{ 1096{
1356 object *
1357 tmp;
1358
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1362 { 1098 {
1363 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1364 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1365 } 1101 }
1102
1366 return insert_ob_in_map (op, m, originator, flag); 1103 return insert_ob_in_map (op, m, originator, flag);
1367} 1104}
1368 1105
1369/* 1106/*
1370 * insert_ob_in_map (op, map, originator, flag): 1107 * insert_ob_in_map (op, map, originator, flag):
1384 * Return value: 1121 * Return value:
1385 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1387 * just 'op' otherwise 1124 * just 'op' otherwise
1388 */ 1125 */
1389
1390object * 1126object *
1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1392{ 1128{
1393 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1394 sint16 x, y; 1130 sint16 x, y;
1395 1131
1396 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1397 { 1133 {
1398 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1399 return NULL; 1135 return NULL;
1400 } 1136 }
1401 1137
1402 if (m == NULL) 1138 if (!m)
1403 { 1139 {
1404 dump_object (op); 1140 char *dump = dump_object (op);
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1406 return op; 1143 return op;
1407 } 1144 }
1408 1145
1409 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1410 { 1147 {
1411 dump_object (op); 1148 char *dump = dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1413#ifdef MANY_CORES 1150#ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object 1151 /* Better to catch this here, as otherwise the next use of this object
1415 * is likely to cause a crash. Better to find out where it is getting 1152 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted. 1153 * improperly inserted.
1417 */ 1154 */
1418 abort (); 1155 abort ();
1419#endif 1156#endif
1157 free (dump);
1420 return op; 1158 return op;
1421 } 1159 }
1422 1160
1423 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 { 1162 {
1425 dump_object (op); 1163 char *dump = dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1427 return op; 1166 return op;
1428 } 1167 }
1429 1168
1430 if (op->more != NULL) 1169 if (op->more)
1431 { 1170 {
1432 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1433 1172
1434 object *more = op->more; 1173 object *more = op->more;
1435 1174
1436 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1437 * we set the map, that doesn't work if the location is within 1176 * we set the map, that doesn't work if the location is within
1438 * a map and this is straddling an edge. So only if coordinate 1177 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1440 */ 1179 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map) 1182 else if (!more->map)
1444 { 1183 {
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 { 1191 {
1453 if (!op->head) 1192 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455 1194
1456 return NULL; 1195 return 0;
1457 } 1196 }
1458 } 1197 }
1459 1198
1460 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1461 1200
1468 y = op->y; 1207 y = op->y;
1469 1208
1470 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1471 */ 1210 */
1472 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1475 { 1214 {
1476 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1477 remove_ob (tmp); 1216 tmp->destroy ();
1478 free_object (tmp);
1479 } 1217 }
1480 1218
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483 1221
1496 op->below = originator->below; 1234 op->below = originator->below;
1497 1235
1498 if (op->below) 1236 if (op->below)
1499 op->below->above = op; 1237 op->below->above = op;
1500 else 1238 else
1501 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1502 1240
1503 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1504 originator->below = op; 1242 originator->below = op;
1505 } 1243 }
1506 else 1244 else
1507 { 1245 {
1508 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1510 { 1248 {
1511 object *last = NULL; 1249 object *last = 0;
1512 1250
1513 /* 1251 /*
1514 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if 1254 * Generally, we want to put the new object on top. But if
1520 * once we get to them. This reduces the need to traverse over all of 1258 * once we get to them. This reduces the need to traverse over all of
1521 * them when adding another one - this saves quite a bit of cpu time 1259 * them when adding another one - this saves quite a bit of cpu time
1522 * when lots of spells are cast in one area. Currently, it is presumed 1260 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1524 */ 1262 */
1525
1526 while (top != NULL) 1263 while (top)
1527 { 1264 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1529 floor = top; 1266 floor = top;
1530 1267
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1552 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd. 1291 * stacking is a bit odd.
1555 */ 1292 */
1556 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1558 { 1295 {
1559 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break; 1298 break;
1562 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1584 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1585 1322
1586 if (op->above) 1323 if (op->above)
1587 op->above->below = op; 1324 op->above->below = op;
1588 1325
1589 op->below = NULL; 1326 op->below = 0;
1590 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1591 } 1328 }
1592 else 1329 else
1593 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1594 op->above = top->above; 1331 op->above = top->above;
1595 1332
1598 1335
1599 op->below = top; 1336 op->below = top;
1600 top->above = op; 1337 top->above = op;
1601 } 1338 }
1602 1339
1603 if (op->above == NULL) 1340 if (!op->above)
1604 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1605 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1606 1343
1607 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1608 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1350
1351 op->map->dirty = true;
1609 1352
1610 /* If we have a floor, we know the player, if any, will be above 1353 /* If we have a floor, we know the player, if any, will be above
1611 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1612 */ 1355 */
1613 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1357 if (object *pl = op->ms ().player ())
1615 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1616 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1617 1360
1618 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really 1362 * visible to others on this map. But update_all_los is really
1620 * an inefficient way to do this, as it means los for all players 1363 * an inefficient way to do this, as it means los for all players
1621 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1625 * of effect may be sufficient. 1368 * of effect may be sufficient.
1626 */ 1369 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1628 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1629 1372
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1632 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1633 /* Don't know if moving this to the end will break anything. However, 1378 /* Don't know if moving this to the end will break anything. However,
1634 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1635 * 1380 *
1636 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object(). 1384 * update_object().
1641 1386
1642 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* if this is not the head or flag has been passed, don't check walk on status */
1643 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1644 { 1389 {
1645 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1646 return NULL; 1391 return 0;
1647 1392
1648 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1649 * walk on's. 1394 * walk on's.
1650 */ 1395 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1652 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1653 return NULL; 1398 return 0;
1654 } 1399 }
1655 1400
1656 return op; 1401 return op;
1657} 1402}
1658 1403
1659/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1660 * finds an object of its own type, it'll remove that one first. 1405 * finds an object of its own type, it'll remove that one first.
1661 * op is the object to insert it under: supplies x and the map. 1406 * op is the object to insert it under: supplies x and the map.
1662 */ 1407 */
1663void 1408void
1664replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1665{ 1410{
1666 object *tmp;
1667 object *tmp1; 1411 object *tmp, *tmp1;
1668 1412
1669 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1670 1414
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1674 { 1417 tmp->destroy ();
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679 1418
1680 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1681 1420
1682 tmp1->x = op->x; 1421 tmp1->x = op->x;
1683 tmp1->y = op->y; 1422 tmp1->y = op->y;
1684 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1685} 1430}
1686 1431
1687/* 1432/*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array. 1437 * global static errmsg array.
1693 */ 1438 */
1694
1695object * 1439object *
1696get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1697{ 1441{
1698 object * 1442 object *newob;
1699 newob;
1700 int
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1702 1444
1703 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1704 { 1446 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL; 1448 return NULL;
1707 } 1449 }
1450
1708 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1452
1709 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1710 { 1454 orig_ob->destroy (1);
1711 if (!is_removed)
1712 remove_ob (orig_ob);
1713 free_object2 (orig_ob, 1);
1714 }
1715 else if (!is_removed) 1455 else if (!is_removed)
1716 { 1456 {
1717 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1721 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL; 1463 return NULL;
1724 } 1464 }
1725 } 1465 }
1466
1726 newob->nrof = nr; 1467 newob->nrof = nr;
1727 1468
1728 return newob; 1469 return newob;
1729} 1470}
1730 1471
1737 */ 1478 */
1738 1479
1739object * 1480object *
1740decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1741{ 1482{
1742 object * 1483 object *tmp;
1743 tmp;
1744 player *
1745 pl;
1746 1484
1747 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1748 return op; 1486 return op;
1749 1487
1750 if (i > op->nrof) 1488 if (i > op->nrof)
1751 i = op->nrof; 1489 i = op->nrof;
1752 1490
1753 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i; 1492 op->nrof -= i;
1756 }
1757 else if (op->env != NULL) 1493 else if (op->env)
1758 { 1494 {
1759 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1760 * therein? 1496 * therein?
1761 */ 1497 */
1762 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1763 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player. 1503 * and then searching the map for a player.
1768 */ 1504 */
1769 if (!tmp) 1505 if (!tmp)
1770 { 1506 for_all_players (pl)
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1773 break; 1510 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 } 1511 }
1779 1512
1780 if (i < op->nrof) 1513 if (i < op->nrof)
1781 { 1514 {
1782 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i; 1516 op->nrof -= i;
1784 if (tmp) 1517 if (tmp)
1785 {
1786 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1787 }
1788 } 1519 }
1789 else 1520 else
1790 { 1521 {
1791 remove_ob (op); 1522 op->remove ();
1792 op->nrof = 0; 1523 op->nrof = 0;
1793 if (tmp) 1524 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1796 }
1797 } 1526 }
1798 } 1527 }
1799 else 1528 else
1800 { 1529 {
1801 object *
1802 above = op->above; 1530 object *above = op->above;
1803 1531
1804 if (i < op->nrof) 1532 if (i < op->nrof)
1805 {
1806 op->nrof -= i; 1533 op->nrof -= i;
1807 }
1808 else 1534 else
1809 { 1535 {
1810 remove_ob (op); 1536 op->remove ();
1811 op->nrof = 0; 1537 op->nrof = 0;
1812 } 1538 }
1539
1813 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1815 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1816 { 1543 {
1817 if (op->nrof) 1544 if (op->nrof)
1818 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1819 else 1546 else
1820 esrv_del_item (tmp->contr, op->count); 1547 esrv_del_item (tmp->contr, op->count);
1821 } 1548 }
1822 } 1549 }
1823 1550
1824 if (op->nrof) 1551 if (op->nrof)
1825 {
1826 return op; 1552 return op;
1827 }
1828 else 1553 else
1829 { 1554 {
1830 free_object (op); 1555 op->destroy ();
1831 return NULL; 1556 return 0;
1832 } 1557 }
1833} 1558}
1834 1559
1835/* 1560/*
1836 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1841add_weight (object *op, signed long weight) 1566add_weight (object *op, signed long weight)
1842{ 1567{
1843 while (op != NULL) 1568 while (op != NULL)
1844 { 1569 {
1845 if (op->type == CONTAINER) 1570 if (op->type == CONTAINER)
1846 {
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 } 1572
1849 op->carrying += weight; 1573 op->carrying += weight;
1850 op = op->env; 1574 op = op->env;
1851 } 1575 }
1852} 1576}
1853 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1854/* 1598/*
1855 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1856 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1857 * inside the object environment. 1601 * inside the object environment.
1858 * 1602 *
1859 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860 * the inventory at the last position or next to other objects of the same
1861 * type.
1862 * Frank: Now sorted by type, archetype and magic!
1863 *
1864 * The function returns now pointer to inserted item, and return value can 1603 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1866 */ 1605 */
1867 1606
1868object * 1607object *
1869insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1870{ 1609{
1871 object * 1610 object *tmp, *otmp;
1872 tmp, *
1873 otmp;
1874 1611
1875 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 { 1613 op->remove ();
1877 dump_object (op); 1614
1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879 return op;
1880 }
1881 if (where == NULL)
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where->head)
1888 {
1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890 where = where->head;
1891 }
1892 if (op->more) 1615 if (op->more)
1893 { 1616 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op; 1618 return op;
1896 } 1619 }
1620
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1898 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1899 if (op->nrof) 1623 if (op->nrof)
1900 { 1624 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1903 { 1627 {
1904 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1905 (client needs the original object) */ 1629 (client needs the original object) */
1906 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1908 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1909 */ 1633 */
1910 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1911 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1912 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1913 op = tmp; 1637 op = tmp;
1914 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1915 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break; 1640 break;
1917 } 1641 }
1918 1642
1919 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1920 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1922 * the weight, so we need to add it in again, since we actually do 1646 * the weight, so we need to add it in again, since we actually do
1923 * the linking below 1647 * the linking below
1924 */ 1648 */
1925 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1926 } 1650 }
1927 else 1651 else
1928 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1929 1653
1930 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1931 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp); 1657 otmp->update_stats ();
1935 }
1936 1658
1937 op->map = NULL; 1659 op->map = 0;
1938 op->env = where; 1660 op->env = this;
1939 op->above = NULL; 1661 op->above = 0;
1940 op->below = NULL; 1662 op->below = 0;
1941 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1942 1664
1943 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1945 { 1667 {
1946#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1950 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1951 } 1673 }
1952 1674
1953 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1954 * It sure simplifies this function... 1676 * It sure simplifies this function...
1955 */ 1677 */
1956 if (where->inv == NULL) 1678 if (!inv)
1957 where->inv = op; 1679 inv = op;
1958 else 1680 else
1959 { 1681 {
1960 op->below = where->inv; 1682 op->below = inv;
1961 op->below->above = op; 1683 op->below->above = op;
1962 where->inv = op; 1684 inv = op;
1963 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1964 return op; 1689 return op;
1965} 1690}
1966 1691
1967/* 1692/*
1968 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1982 * 1707 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1984 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top. 1710 * on top.
1986 */ 1711 */
1987
1988int 1712int
1989check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1990{ 1714{
1991 object *tmp; 1715 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map; 1716 maptile *m = op->map;
1994 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1995 1718
1996 MoveType move_on, move_slow, move_block; 1719 MoveType move_on, move_slow, move_block;
1997 1720
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999 return 0; 1722 return 0;
2000
2001 tag = op->count;
2002 1723
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006 1727
2022 1743
2023 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
2025 */ 1746 */
2026 1747
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2028 { 1749 {
2029 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them. 1752 * we don't need to check all of them.
2032 */ 1753 */
2049 { 1770 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 { 1773 {
2053 1774
1775 float
2054 float diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * FABS (op->speed);
2055 1777
2056 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0; 1781 diff /= 4.0;
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 { 1790 {
2069 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2070 1792
2071 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2072 return 1; 1794 return 1;
2073 1795
2074 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2086/* 1808/*
2087 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2090 */ 1812 */
2091
2092object * 1813object *
2093present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2094{ 1815{
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2099 { 1817 {
2100 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL; 1819 return NULL;
2102 } 1820 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2104 if (tmp->arch == at) 1823 if (tmp->arch == at)
2105 return tmp; 1824 return tmp;
1825
2106 return NULL; 1826 return NULL;
2107} 1827}
2108 1828
2109/* 1829/*
2110 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2113 */ 1833 */
2114
2115object * 1834object *
2116present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2117{ 1836{
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2122 { 1838 {
2123 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2124 return NULL; 1840 return NULL;
2125 } 1841 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2127 if (tmp->type == type) 1844 if (tmp->type == type)
2128 return tmp; 1845 return tmp;
1846
2129 return NULL; 1847 return NULL;
2130} 1848}
2131 1849
2132/* 1850/*
2133 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2136 */ 1854 */
2137
2138object * 1855object *
2139present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2140{ 1857{
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type) 1859 if (tmp->type == type)
2146 return tmp; 1860 return tmp;
1861
2147 return NULL; 1862 return NULL;
2148} 1863}
2149 1864
2150/* 1865/*
2151 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2159 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2160 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2161 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2162 * to be unique. 1877 * to be unique.
2163 */ 1878 */
2164
2165object * 1879object *
2166present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2167{ 1881{
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp; 1884 return tmp;
2175 } 1885
2176 return NULL; 1886 return 0;
2177} 1887}
2178 1888
2179/* 1889/*
2180 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2183 */ 1893 */
2184
2185object * 1894object *
2186present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2187{ 1896{
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 if (tmp->arch == at) 1898 if (tmp->arch == at)
2193 return tmp; 1899 return tmp;
1900
2194 return NULL; 1901 return NULL;
2195} 1902}
2196 1903
2197/* 1904/*
2198 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2199 */ 1906 */
2200void 1907void
2201flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2202{ 1909{
2203 object *
2204 tmp;
2205
2206 if (op->inv) 1910 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208 { 1912 {
2209 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2210 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2211 } 1915 }
2212} /* 1916}
1917
1918/*
2213 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2214 */ 1920 */
2215void 1921void
2216unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2217{ 1923{
2218 object *
2219 tmp;
2220
2221 if (op->inv) 1924 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223 { 1926 {
2224 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2225 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2226 } 1929 }
2227} 1930}
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for 1935 * If checksums are used, a player will get set_cheat called for
2233 * him/her-self and all object carried by a call to this function. 1936 * him/her-self and all object carried by a call to this function.
2234 */ 1937 */
2235
2236void 1938void
2237set_cheat (object *op) 1939set_cheat (object *op)
2238{ 1940{
2239 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2259 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * because arch_blocked (now ob_blocked) needs to know the movement type
2260 * to know if the space in question will block the object. We can't use 1962 * to know if the space in question will block the object. We can't use
2261 * the archetype because that isn't correct if the monster has been 1963 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc. 1964 * customized, changed states, etc.
2263 */ 1965 */
2264
2265int 1966int
2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2267{ 1968{
2268 int
2269 i,
2270 index = 0, flag; 1969 int index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2273 1971
2274 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2275 { 1973 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2277 if (!flag) 1975 if (!flag)
2278 altern[index++] = i; 1976 altern [index++] = i;
2279 1977
2280 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* Basically, if we find a wall on a space, we cut down the search size.
2281 * In this way, we won't return spaces that are on another side of a wall. 1979 * In this way, we won't return spaces that are on another side of a wall.
2282 * This mostly work, but it cuts down the search size in all directions - 1980 * This mostly work, but it cuts down the search size in all directions -
2283 * if the space being examined only has a wall to the north and empty 1981 * if the space being examined only has a wall to the north and empty
2284 * spaces in all the other directions, this will reduce the search space 1982 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2287 */ 1985 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2289 stop = maxfree[i]; 1987 stop = maxfree[i];
2290 } 1988 }
1989
2291 if (!index) 1990 if (!index)
2292 return -1; 1991 return -1;
1992
2293 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2294} 1994}
2295 1995
2296/* 1996/*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2298 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2300 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */ 2001 */
2302
2303int 2002int
2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2305{ 2004{
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2312 return i; 2007 return i;
2313 } 2008
2314 return -1; 2009 return -1;
2315} 2010}
2316 2011
2317/* 2012/*
2318 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2320 */ 2016 */
2321static void 2017static void
2322permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2323{ 2019{
2324 int 2020 arr += begin;
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin; 2021 end -= begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334 2022
2335 tmp = arr[i]; 2023 while (--end)
2336 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2337 arr[j] = tmp;
2338 }
2339} 2025}
2340 2026
2341/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2343 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2346 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2347 */ 2033 */
2348void 2034void
2349get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2350{ 2036{
2351 int 2037 int i;
2352 i;
2353 2038
2354 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i; 2040 search_arr[i] = i;
2357 }
2358 2041
2359 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362} 2045}
2371 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2372 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2373 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2374 * there is capable of. 2057 * there is capable of.
2375 */ 2058 */
2376
2377int 2059int
2378find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2379{ 2061{
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2383 sint16 2063
2384 nx, 2064 sint16 nx, ny;
2385 ny;
2386 object * 2065 object *tmp;
2387 tmp; 2066 maptile *mp;
2388 mapstruct * 2067
2389 mp; 2068 MoveType blocked, move_type;
2390 MoveType
2391 blocked,
2392 move_type;
2393 2069
2394 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2395 { 2071 {
2396 exclude = exclude->head; 2072 exclude = exclude->head;
2397 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2407 mp = m; 2083 mp = m;
2408 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2409 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2410 2086
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2412 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i]; 2090 max = maxfree[i];
2415 }
2416 else 2091 else
2417 { 2092 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2419 2096
2420 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2421 {
2422 max = maxfree[i]; 2098 max = maxfree[i];
2423 }
2424 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2425 { 2100 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2427 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429 {
2430 break; 2104 break;
2431 } 2105
2432 }
2433 if (tmp) 2106 if (tmp)
2434 {
2435 return freedir[i]; 2107 return freedir[i];
2436 }
2437 } 2108 }
2438 } 2109 }
2439 } 2110 }
2111
2440 return 0; 2112 return 0;
2441} 2113}
2442 2114
2443/* 2115/*
2444 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects. 2117 * distance between the two given objects.
2446 */ 2118 */
2447
2448int 2119int
2449distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2450{ 2121{
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456} 2123}
2457 2124
2458/* 2125/*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * find_dir_2(delta-x,delta-y) will return a direction in which
2460 * an object which has subtracted the x and y coordinates of another 2127 * an object which has subtracted the x and y coordinates of another
2461 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2462 */ 2129 */
2463
2464int 2130int
2465find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2466{ 2132{
2467 int 2133 int q;
2468 q;
2469 2134
2470 if (y) 2135 if (y)
2471 q = x * 100 / y; 2136 q = x * 100 / y;
2472 else if (x) 2137 else if (x)
2473 q = -300 * x; 2138 q = -300 * x;
2508int 2173int
2509absdir (int d) 2174absdir (int d)
2510{ 2175{
2511 while (d < 1) 2176 while (d < 1)
2512 d += 8; 2177 d += 8;
2178
2513 while (d > 8) 2179 while (d > 8)
2514 d -= 8; 2180 d -= 8;
2181
2515 return d; 2182 return d;
2516} 2183}
2517 2184
2518/* 2185/*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2521 */ 2188 */
2522 2189
2523int 2190int
2524dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2525{ 2192{
2526 int 2193 int d;
2527 d;
2528 2194
2529 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2530 if (d > 4) 2196 if (d > 4)
2531 d = 8 - d; 2197 d = 8 - d;
2198
2532 return d; 2199 return d;
2533} 2200}
2534 2201
2535/* peterm: 2202/* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2539 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2540 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2541 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2542 * functions. 2209 * functions.
2543 */ 2210 */
2544
2545int
2546 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2599 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it 2266 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2603 */ 2268 */
2604
2605
2606int 2269int
2607can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2608{ 2271{
2609 sint16 2272 sint16 dx, dy;
2610 dx,
2611 dy;
2612 int
2613 mflags; 2273 int mflags;
2614 2274
2615 if (dir < 0) 2275 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2617 2277
2618 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2631 return 0; 2291 return 0;
2632 2292
2633 /* yes, can see. */ 2293 /* yes, can see. */
2634 if (dir < 9) 2294 if (dir < 9)
2635 return 1; 2295 return 1;
2296
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638} 2300}
2639
2640
2641 2301
2642/* 2302/*
2643 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2644 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2658 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2659} 2319}
2660 2320
2661
2662/* 2321/*
2663 * create clone from object to another 2322 * create clone from object to another
2664 */ 2323 */
2665object * 2324object *
2666object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2667{ 2326{
2668 object *
2669 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2670 2328
2671 if (!asrc) 2329 if (!asrc)
2672 return NULL; 2330 return 0;
2331
2673 src = asrc; 2332 src = asrc;
2674 if (src->head) 2333 if (src->head)
2675 src = src->head; 2334 src = src->head;
2676 2335
2677 prev = NULL; 2336 prev = 0;
2678 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2679 { 2338 {
2680 tmp = get_object (); 2339 tmp = part->clone ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x; 2340 tmp->x -= src->x;
2683 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2684 if (!part->head) 2343 if (!part->head)
2685 { 2344 {
2686 dst = tmp; 2345 dst = tmp;
2687 tmp->head = NULL; 2346 tmp->head = 0;
2688 } 2347 }
2689 else 2348 else
2690 {
2691 tmp->head = dst; 2349 tmp->head = dst;
2692 } 2350
2693 tmp->more = NULL; 2351 tmp->more = 0;
2352
2694 if (prev) 2353 if (prev)
2695 prev->more = tmp; 2354 prev->more = tmp;
2355
2696 prev = tmp; 2356 prev = tmp;
2697 } 2357 }
2698 2358
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2701 {
2702 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704 2361
2705 return dst; 2362 return dst;
2706} 2363}
2707 2364
2708/* return true if the object was destroyed, 0 otherwise */
2709int
2710was_destroyed (const object *op, tag_t old_tag)
2711{
2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713 * robust */
2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715}
2716
2717/* GROS - Creates an object using a string representing its content. */ 2365/* GROS - Creates an object using a string representing its content. */
2718
2719/* Basically, we save the content of the string to a temp file, then call */ 2366/* Basically, we save the content of the string to a temp file, then call */
2720
2721/* load_object on it. I admit it is a highly inefficient way to make things, */ 2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2723/* but it was simple to make and allows reusing the load_object function. */ 2368/* but it was simple to make and allows reusing the load_object function. */
2724
2725/* Remember not to use load_object_str in a time-critical situation. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2726
2727/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2728
2729object * 2371object *
2730load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2731{ 2373{
2732 object * 2374 object *op;
2733 op;
2734 char
2735 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2736 2376
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738 2378
2739 FILE *
2740 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2741 2380
2742 if (tempfile == NULL) 2381 if (tempfile == NULL)
2743 { 2382 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL; 2384 return NULL;
2746 }; 2385 }
2386
2747 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2748 fclose (tempfile); 2388 fclose (tempfile);
2749 2389
2750 op = get_object (); 2390 op = object::create ();
2751 2391
2752 object_thawer 2392 object_thawer thawer (filename);
2753 thawer (filename);
2754 2393
2755 if (thawer) 2394 if (thawer)
2756 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2757 2396
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2766 * returns NULL if no match. 2405 * returns NULL if no match.
2767 */ 2406 */
2768object * 2407object *
2769find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2770{ 2409{
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp; 2412 return tmp;
2777 2413
2778 return NULL; 2414 return 0;
2779} 2415}
2780 2416
2781/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2782 * otherwise return NULL. 2418 * otherwise return NULL.
2783 * 2419 *
2785 * do the desired thing. 2421 * do the desired thing.
2786 */ 2422 */
2787key_value * 2423key_value *
2788get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2789{ 2425{
2790 key_value *
2791 link;
2792
2793 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2794 {
2795 if (link->key == key) 2427 if (link->key == key)
2796 {
2797 return link; 2428 return link;
2798 }
2799 }
2800 2429
2801 return NULL; 2430 return 0;
2802} 2431}
2803 2432
2804/* 2433/*
2805 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2806 * 2435 *
2809 * The returned string is shared. 2438 * The returned string is shared.
2810 */ 2439 */
2811const char * 2440const char *
2812get_ob_key_value (const object *op, const char *const key) 2441get_ob_key_value (const object *op, const char *const key)
2813{ 2442{
2814 key_value * 2443 key_value *link;
2815 link; 2444 shstr_cmp canonical_key (key);
2816 const char *
2817 canonical_key;
2818 2445
2819 canonical_key = shstr::find (key);
2820
2821 if (canonical_key == NULL) 2446 if (!canonical_key)
2822 { 2447 {
2823 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2824 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2825 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2826 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2827 */ 2452 */
2828 return NULL; 2453 return 0;
2829 } 2454 }
2830 2455
2831 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2832 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2833 */ 2458 */
2834 for (link = op->key_values; link != NULL; link = link->next) 2459 for (link = op->key_values; link; link = link->next)
2835 {
2836 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2837 {
2838 return link->value; 2461 return link->value;
2839 } 2462
2840 }
2841 return NULL; 2463 return 0;
2842} 2464}
2843 2465
2844 2466
2845/* 2467/*
2846 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2853 * Returns TRUE on success. 2475 * Returns TRUE on success.
2854 */ 2476 */
2855int 2477int
2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{ 2479{
2858 key_value *
2859 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2860 2481
2861 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2862 { 2483 {
2863 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2864 { 2485 {
2882 if (last) 2503 if (last)
2883 last->next = field->next; 2504 last->next = field->next;
2884 else 2505 else
2885 op->key_values = field->next; 2506 op->key_values = field->next;
2886 2507
2887 delete
2888 field; 2508 delete field;
2889 } 2509 }
2890 } 2510 }
2891 return TRUE; 2511 return TRUE;
2892 } 2512 }
2893 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2894 2514
2895 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2896 2516
2897 if (!add_key) 2517 if (!add_key)
2898 {
2899 return FALSE; 2518 return FALSE;
2900 } 2519
2901 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2902 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2903 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2904 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2905 * should pass in "" 2524 * should pass in ""
2928 * Returns TRUE on success. 2547 * Returns TRUE on success.
2929 */ 2548 */
2930int 2549int
2931set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932{ 2551{
2933 shstr
2934 key_ (key); 2552 shstr key_ (key);
2935 2553
2936 return set_ob_key_value_s (op, key_, value, add_key); 2554 return set_ob_key_value_s (op, key_, value, add_key);
2937} 2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2568 {
2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2574 else
2575 item = item->env;
2576}
2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2607// return a suitable string describing an object in enough detail to find it
2608const char *
2609object::debug_desc (char *info) const
2610{
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[256 * 4];
2635 return debug_desc (info);
2636}
2637

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