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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 1.112 by root, Mon Jan 8 14:11:04 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 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break;
416 return op; 402 return op;
403
404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
423 */ 411 */
424
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
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 432 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 433 * skill and experience objects.
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* 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 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
500 owner = owner->owner; 449 owner = owner->owner;
501 450
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; 451 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} 452}
542 453
543/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 455 * refcounts and freeing the links.
545 */ 456 */
555 } 466 }
556 467
557 op->key_values = 0; 468 op->key_values = 0;
558} 469}
559 470
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/* 471/*
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, 472 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * 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 476 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 477 * will point at garbage.
632 */ 478 */
633
634void 479void
635copy_object (object *op2, object *op) 480object::copy_to (object *dst)
636{ 481{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 484
640 op2->clone (op); 485 *(object_copy *)dst = *this;
641 486
642 if (is_freed) 487 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
644 if (is_removed) 490 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
646 492
647 if (op2->speed < 0) 493 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 495
650 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
651 if (op2->key_values) 497 if (key_values)
652 { 498 {
653 key_value *tail = 0; 499 key_value *tail = 0;
654 key_value *i; 500 key_value *i;
655 501
656 op->key_values = 0; 502 dst->key_values = 0;
657 503
658 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
659 { 505 {
660 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
661 507
662 new_link->next = 0; 508 new_link->next = 0;
663 new_link->key = i->key; 509 new_link->key = i->key;
664 new_link->value = i->value; 510 new_link->value = i->value;
665 511
666 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
667 if (!op->key_values) 513 if (!dst->key_values)
668 { 514 {
669 op->key_values = new_link; 515 dst->key_values = new_link;
670 tail = new_link; 516 tail = new_link;
671 } 517 }
672 else 518 else
673 { 519 {
674 tail->next = new_link; 520 tail->next = new_link;
675 tail = new_link; 521 tail = new_link;
676 } 522 }
677 } 523 }
678 } 524 }
679 525
680 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
681} 535}
682 536
683/* 537/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * 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 539 * 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. 540 * be called to update the face variable, _and_ how it looks on the map.
687 */ 541 */
688
689void 542void
690update_turn_face (object *op) 543update_turn_face (object *op)
691{ 544{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 546 return;
547
694 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
696} 550}
697 551
698/* 552/*
699 * Updates the speed of an object. If the speed changes from 0 to another 553 * 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. 554 * 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. 555 * This function needs to be called whenever the speed of an object changes.
702 */ 556 */
703
704void 557void
705update_ob_speed (object *op) 558object::set_speed (float speed)
706{ 559{
707 extern int arch_init; 560 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 { 561 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 563 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 564 }
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;
731 565
732 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
733 * of the list. */ 567
734 op->active_next = active_objects; 568 if (has_active_speed ())
735 if (op->active_next != NULL) 569 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 570 else
740 { 571 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} 572}
761 573
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/* 574/*
794 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 578 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
801 * 582 *
802 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
808 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
813 */ 590 */
814
815void 591void
816update_object (object *op, int action) 592update_object (object *op, int action)
817{ 593{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
820 595
821 if (op == NULL) 596 if (op == NULL)
822 { 597 {
823 /* this should never happen */ 598 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 600 return;
826 } 601 }
827 602
828 if (op->env != NULL) 603 if (op->env)
829 { 604 {
830 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
831 * to do in this case. 606 * to do in this case.
832 */ 607 */
833 return; 608 return;
838 */ 613 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 615 return;
841 616
842 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 619 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 621#ifdef MANY_CORES
847 abort (); 622 abort ();
848#endif 623#endif
849 return; 624 return;
850 } 625 }
851 626
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
858 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
859 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
860 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 644 * to have move_allow right now.
884 */ 645 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 648 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 649 }
891 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 652 * that is being removed.
894 */ 653 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 update_now = 1; 655 m.flags_ = 0;
897 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */; 657 /* Nothing to do for that case */ ;
899 else 658 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 660
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) 661 if (op->more)
909 update_object (op->more, action); 662 update_object (op->more, action);
910} 663}
911 664
912static unordered_vector<object *> mortals; 665object *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}
926 666
927object::object () 667object::object ()
928{ 668{
929 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
930 670
931 expmul = 1.0; 671 expmul = 1.0;
932 face = blank_face; 672 face = blank_face;
933 attacked_by_count = -1;
934} 673}
935 674
936object::~object () 675object::~object ()
937{ 676{
938 free_key_values (this); 677 free_key_values (this);
939} 678}
940 679
680static int object_count;
681
941void object::link () 682void object::link ()
942{ 683{
684 assert (!index);//D
685 uuid = gen_uuid ();
943 count = ++ob_count; 686 count = ++object_count;
944 687
945 prev = 0; 688 refcnt_inc ();
946 next = objects; 689 objects.insert (this);
947
948 if (objects)
949 objects->prev = this;
950
951 objects = this;
952} 690}
953 691
954void object::unlink () 692void object::unlink ()
955{ 693{
956 count = 0; 694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
957 698
958 /* Remove this object from the list of used objects */ 699void
959 if (prev) 700object::activate ()
960 { 701{
961 prev->next = next; 702 /* If already on active list, don't do anything */
962 prev = 0; 703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
963 } 750 {
964 751 op->flag [flag] = value;
965 if (next) 752 op->set_flag_inv (flag, value);
966 { 753 }
967 next->prev = prev; 754}
968 next = 0; 755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
969 } 779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
970 791
971 if (this == objects) 792 if (op->flag [FLAG_STARTEQUIP]
972 objects = next; 793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
973} 803}
974 804
975object *object::create () 805object *object::create ()
976{ 806{
977 object *op;
978
979 if (freed.empty ())
980 op = new object; 807 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 (); 808 op->link ();
990 return op; 809 return op;
991} 810}
992 811
993/* 812void
994 * free_object() frees everything allocated by an object, removes 813object::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{ 814{
1005 if (!QUERY_FLAG (this, FLAG_REMOVED)) 815 attachable::do_destroy ();
1006 {
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 816
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 if (flag [FLAG_IS_LINKED])
1015 { 818 remove_button_link (this);
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 819
820 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this); 821 remove_friendly_object (this);
1018 }
1019 822
1020 if (QUERY_FLAG (this, FLAG_FREED)) 823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
1021 { 838 {
1022 dump_object (this); 839 freed_map = new maptile;
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 840
1024 return; 841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
1025 } 847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
1026 855
1027 if (more) 856 if (more)
1028 { 857 {
1029 more->free (free_inventory); 858 more->destroy ();
1030 more = 0; 859 more = 0;
1031 } 860 }
1032 861
1033 if (inv) 862 // clear those pointers that likely might have circular references to us
1034 { 863 owner = 0;
1035 /* Only if the space blocks everything do we not process - 864 enemy = 0;
1036 * if some form of movement is allowed, let objects 865 attacked_by = 0;
1037 * drop on that space. 866}
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 867
1044 while (op) 868void
1045 { 869object::destroy (bool destroy_inventory)
1046 object * 870{
1047 tmp = op->below; 871 if (destroyed ())
872 return;
1048 873
1049 remove_ob (op); 874 if (destroy_inventory)
1050 op->free (free_inventory); 875 destroy_inv (false);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058 876
1059 while (op) 877 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} 878}
1093 879
1094/* 880/*
1095 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1097 */ 883 */
1098
1099void 884void
1100sub_weight (object *op, signed long weight) 885sub_weight (object *op, signed long weight)
1101{ 886{
1102 while (op != NULL) 887 while (op != NULL)
1103 { 888 {
1104 if (op->type == CONTAINER) 889 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 } 891
1108 op->carrying -= weight; 892 op->carrying -= weight;
1109 op = op->env; 893 op = op->env;
1110 } 894 }
1111} 895}
1112 896
1113/* remove_ob(op): 897/* op->remove ():
1114 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1118 * the previous environment. 902 * the previous environment.
1119 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1120 */ 904 */
1121
1122void 905void
1123remove_ob (object *op) 906object::remove ()
1124{ 907{
1125 object *tmp, *last = NULL; 908 object *tmp, *last = 0;
1126 object *otmp; 909 object *otmp;
1127 910
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)) 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1135 { 912 return;
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138 913
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); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
916
917 if (more)
918 more->remove ();
1156 919
1157 /* 920 /*
1158 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1159 * inventory. 922 * inventory.
1160 */ 923 */
1161 if (op->env != NULL) 924 if (env)
1162 { 925 {
1163 if (op->nrof) 926 if (nrof)
1164 sub_weight (op->env, op->weight * op->nrof); 927 sub_weight (env, weight * nrof);
1165 else 928 else
1166 sub_weight (op->env, op->weight + op->carrying); 929 sub_weight (env, weight + carrying);
1167 930
1168 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1169 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1170 * to save cpu time. 933 * to save cpu time.
1171 */ 934 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173 fix_player (otmp); 936 otmp->update_stats ();
1174 937
1175 if (op->above != NULL) 938 if (above)
1176 op->above->below = op->below; 939 above->below = below;
1177 else 940 else
1178 op->env->inv = op->below; 941 env->inv = below;
1179 942
1180 if (op->below != NULL) 943 if (below)
1181 op->below->above = op->above; 944 below->above = above;
1182 945
1183 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
1186 */ 949 */
1187 op->x = op->env->x, op->y = op->env->y; 950 x = env->x, y = env->y;
1188 op->map = op->env->map; 951 map = env->map;
1189 op->above = NULL, op->below = NULL; 952 above = 0, below = 0;
1190 op->env = NULL; 953 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 { 954 }
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 955 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 } 956 {
1212 if (op->map != m) 957 if (type == PLAYER)
1213 { 958 {
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 959 --map->players;
1215 op->map->path, m->path, op->x, op->y, x, y); 960 map->touch ();
1216 } 961 }
1217 962
1218 /* Re did the following section of code - it looks like it had 963 map->dirty = true;
1219 * lots of logic for things we no longer care about
1220 */
1221 964
1222 /* link the object above us */ 965 /* link the object above us */
1223 if (op->above) 966 if (above)
1224 op->above->below = op->below; 967 above->below = below;
1225 else 968 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 969 map->at (x, y).top = below; /* we were top, set new top */
1227 970
1228 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1229 if (op->below) 972 if (below)
1230 op->below->above = op->above; 973 below->above = above;
1231 else 974 else
1232 { 975 {
1233 /* Nothing below, which means we need to relink map object for this space 976 /* 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 977 * use translated coordinates in case some oddness with map tiling is
1235 * evident 978 * 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 */ 979 */
1270 if (tmp->container == op) 980 if (GET_MAP_OB (map, x, y) != this)
1271 { 981 {
1272 CLEAR_FLAG (op, FLAG_APPLIED); 982 char *dump = dump_object (this);
1273 tmp->container = NULL; 983 LOG (llevError,
984 "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);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
1274 } 989 }
1275 990
1276 tmp->contr->socket.update_look = 1; 991 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 { 992 }
1281 move_apply (tmp, op, NULL);
1282 993
1283 if (was_destroyed (op, tag)) 994 above = 0;
995 below = 0;
996
997 if (map->in_memory == MAP_SAVING)
998 return;
999
1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1001
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1003 {
1004 /* No point updating the players look faces if he is the object
1005 * being removed.
1006 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1284 { 1009 {
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1010 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view
1012 * appropriately.
1013 */
1014 if (tmp->container == this)
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1286 } 1022 }
1023
1024 /* See if object moving off should effect something */
1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 {
1029 move_apply (tmp, this, 0);
1030
1031 if (destroyed ())
1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1287 } 1033 }
1288 1034
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1291 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1292 tmp->above = NULL; 1038 tmp->above = 0;
1293 1039
1294 last = tmp; 1040 last = tmp;
1295 } 1041 }
1296 1042
1297 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1298 if (last == NULL) 1044 //TODO: this makes little sense, why only update the topmost object?
1299 { 1045 if (!last)
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1046 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 1047 else
1309 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1310 1049
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1312 update_all_los (op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1052 }
1313} 1053}
1314 1054
1315/* 1055/*
1316 * merge_ob(op,top): 1056 * merge_ob(op,top):
1317 * 1057 *
1318 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object. 1059 * merges op to the first matching object.
1320 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */ 1062 */
1323
1324object * 1063object *
1325merge_ob (object *op, object *top) 1064merge_ob (object *op, object *top)
1326{ 1065{
1327 if (!op->nrof) 1066 if (!op->nrof)
1328 return 0; 1067 return 0;
1329 if (top == NULL) 1068
1069 if (top)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1331 for (; top != NULL; top = top->below) 1073 for (; top; top = top->below)
1332 { 1074 {
1333 if (top == op) 1075 if (top == op)
1334 continue; 1076 continue;
1335 if (CAN_MERGE (op, top)) 1077
1078 if (object::can_merge (op, top))
1336 { 1079 {
1337 top->nrof += op->nrof; 1080 top->nrof += op->nrof;
1338 1081
1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1340 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1341 remove_ob (op); 1084 op->destroy ();
1342 free_object (op);
1343 return top; 1085 return top;
1344 } 1086 }
1345 } 1087 }
1088
1346 return NULL; 1089 return 0;
1347} 1090}
1348 1091
1349/* 1092/*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1351 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1352 */ 1095 */
1353object * 1096object *
1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1355{ 1098{
1356 object *
1357 tmp;
1358
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1362 { 1100 {
1363 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1364 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1365 } 1103 }
1104
1366 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1367} 1106}
1368 1107
1369/* 1108/*
1370 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1384 * Return value: 1123 * Return value:
1385 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1387 * just 'op' otherwise 1126 * just 'op' otherwise
1388 */ 1127 */
1389
1390object * 1128object *
1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1392{ 1130{
1393 object *tmp, *top, *floor = NULL; 1131 object *tmp, *top, *floor = NULL;
1394 sint16 x, y; 1132 sint16 x, y;
1395 1133
1396 if (QUERY_FLAG (op, FLAG_FREED)) 1134 if (QUERY_FLAG (op, FLAG_FREED))
1397 { 1135 {
1398 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1399 return NULL; 1137 return NULL;
1400 } 1138 }
1401 1139
1402 if (m == NULL) 1140 if (!m)
1403 { 1141 {
1404 dump_object (op); 1142 char *dump = dump_object (op);
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1406 return op; 1145 return op;
1407 } 1146 }
1408 1147
1409 if (out_of_map (m, op->x, op->y)) 1148 if (out_of_map (m, op->x, op->y))
1410 { 1149 {
1411 dump_object (op); 1150 char *dump = dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1413#ifdef MANY_CORES 1152#ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object 1153 /* 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 1154 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted. 1155 * improperly inserted.
1417 */ 1156 */
1418 abort (); 1157 abort ();
1419#endif 1158#endif
1159 free (dump);
1420 return op; 1160 return op;
1421 } 1161 }
1422 1162
1423 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 { 1164 {
1425 dump_object (op); 1165 char *dump = dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1427 return op; 1168 return op;
1428 } 1169 }
1429 1170
1430 if (op->more != NULL) 1171 if (op->more)
1431 { 1172 {
1432 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1433 1174
1434 object *more = op->more; 1175 object *more = op->more;
1435 1176
1436 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1437 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1440 */ 1181 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map) 1184 else if (!more->map)
1444 { 1185 {
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 { 1193 {
1453 if (!op->head) 1194 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455 1196
1456 return NULL; 1197 return 0;
1457 } 1198 }
1458 } 1199 }
1459 1200
1460 CLEAR_FLAG (op, FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1461 1202
1468 y = op->y; 1209 y = op->y;
1469 1210
1470 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1471 */ 1212 */
1472 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp)) 1215 if (object::can_merge (op, tmp))
1475 { 1216 {
1476 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1477 remove_ob (tmp); 1218 tmp->destroy ();
1478 free_object (tmp);
1479 } 1219 }
1480 1220
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483 1223
1496 op->below = originator->below; 1236 op->below = originator->below;
1497 1237
1498 if (op->below) 1238 if (op->below)
1499 op->below->above = op; 1239 op->below->above = op;
1500 else 1240 else
1501 SET_MAP_OB (op->map, op->x, op->y, op); 1241 op->ms ().bot = op;
1502 1242
1503 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1504 originator->below = op; 1244 originator->below = op;
1505 } 1245 }
1506 else 1246 else
1507 { 1247 {
1508 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1510 { 1250 {
1511 object *last = NULL; 1251 object *last = 0;
1512 1252
1513 /* 1253 /*
1514 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if 1256 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1524 */ 1264 */
1525
1526 while (top != NULL) 1265 while (top)
1527 { 1266 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1529 floor = top; 1268 floor = top;
1530 1269
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 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 1291 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd. 1293 * stacking is a bit odd.
1555 */ 1294 */
1556 if (!(flag & INS_ON_TOP) && 1295 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)) 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1558 { 1297 {
1559 for (last = top; last != floor; last = last->below) 1298 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break; 1300 break;
1562 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1584 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1585 1324
1586 if (op->above) 1325 if (op->above)
1587 op->above->below = op; 1326 op->above->below = op;
1588 1327
1589 op->below = NULL; 1328 op->below = 0;
1590 SET_MAP_OB (op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1591 } 1330 }
1592 else 1331 else
1593 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1594 op->above = top->above; 1333 op->above = top->above;
1595 1334
1598 1337
1599 op->below = top; 1338 op->below = top;
1600 top->above = op; 1339 top->above = op;
1601 } 1340 }
1602 1341
1603 if (op->above == NULL) 1342 if (!op->above)
1604 SET_MAP_TOP (op->map, op->x, op->y, op); 1343 op->ms ().top = op;
1605 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1606 1345
1607 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1608 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1609 1354
1610 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1612 */ 1357 */
1613 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1359 if (object *pl = op->ms ().player ())
1615 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1616 tmp->contr->socket.update_look = 1; 1361 pl->contr->ns->floorbox_update ();
1617 1362
1618 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1625 * of effect may be sufficient. 1370 * of effect may be sufficient.
1626 */ 1371 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1628 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1629 1374
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1632 1377
1378 INVOKE_OBJECT (INSERT, op);
1379
1633 /* Don't know if moving this to the end will break anything. However, 1380 /* 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. 1381 * we want to have floorbox_update called before calling this.
1635 * 1382 *
1636 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object(). 1386 * update_object().
1641 1388
1642 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* 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) 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1644 { 1391 {
1645 if (check_move_on (op, originator)) 1392 if (check_move_on (op, originator))
1646 return NULL; 1393 return 0;
1647 1394
1648 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1649 * walk on's. 1396 * walk on's.
1650 */ 1397 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1652 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1653 return NULL; 1400 return 0;
1654 } 1401 }
1655 1402
1656 return op; 1403 return op;
1657} 1404}
1658 1405
1659/* this function inserts an object in the map, but if it 1406/* 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. 1407 * 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. 1408 * op is the object to insert it under: supplies x and the map.
1662 */ 1409 */
1663void 1410void
1664replace_insert_ob_in_map (const char *arch_string, object *op) 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1665{ 1412{
1666 object *tmp;
1667 object *tmp1; 1413 object *tmp, *tmp1;
1668 1414
1669 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1670 1416
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1674 { 1419 tmp->destroy ();
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679 1420
1680 tmp1 = arch_to_object (find_archetype (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1681 1422
1682 tmp1->x = op->x; 1423 tmp1->x = op->x;
1683 tmp1->y = op->y; 1424 tmp1->y = op->y;
1684 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1685} 1432}
1686 1433
1687/* 1434/*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array. 1439 * global static errmsg array.
1693 */ 1440 */
1694
1695object * 1441object *
1696get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1697{ 1443{
1698 object * 1444 object *newob;
1699 newob;
1700 int
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1702 1446
1703 if (orig_ob->nrof < nr) 1447 if (orig_ob->nrof < nr)
1704 { 1448 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL; 1450 return NULL;
1707 } 1451 }
1452
1708 newob = object_create_clone (orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1709 if ((orig_ob->nrof -= nr) < 1) 1455 if ((orig_ob->nrof -= nr) < 1)
1710 { 1456 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) 1457 else if (!is_removed)
1716 { 1458 {
1717 if (orig_ob->env != NULL) 1459 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1461 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."); 1463 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"); 1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL; 1465 return NULL;
1724 } 1466 }
1725 } 1467 }
1468
1726 newob->nrof = nr; 1469 newob->nrof = nr;
1727 1470
1728 return newob; 1471 return newob;
1729} 1472}
1730 1473
1737 */ 1480 */
1738 1481
1739object * 1482object *
1740decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1741{ 1484{
1742 object * 1485 object *tmp;
1743 tmp;
1744 player *
1745 pl;
1746 1486
1747 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1748 return op; 1488 return op;
1749 1489
1750 if (i > op->nrof) 1490 if (i > op->nrof)
1751 i = op->nrof; 1491 i = op->nrof;
1752 1492
1753 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i; 1494 op->nrof -= i;
1756 }
1757 else if (op->env != NULL) 1495 else if (op->env)
1758 { 1496 {
1759 /* is this object in the players inventory, or sub container 1497 /* is this object in the players inventory, or sub container
1760 * therein? 1498 * therein?
1761 */ 1499 */
1762 tmp = is_player_inv (op->env); 1500 tmp = op->in_player ();
1763 /* nope. Is this a container the player has opened? 1501 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player. 1502 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly 1503 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map, 1504 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player. 1505 * and then searching the map for a player.
1768 */ 1506 */
1769 if (!tmp) 1507 if (!tmp)
1770 { 1508 for_all_players (pl)
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env) 1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1773 break; 1512 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 } 1513 }
1779 1514
1780 if (i < op->nrof) 1515 if (i < op->nrof)
1781 { 1516 {
1782 sub_weight (op->env, op->weight * i); 1517 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i; 1518 op->nrof -= i;
1784 if (tmp) 1519 if (tmp)
1785 {
1786 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1787 }
1788 } 1521 }
1789 else 1522 else
1790 { 1523 {
1791 remove_ob (op); 1524 op->remove ();
1792 op->nrof = 0; 1525 op->nrof = 0;
1793 if (tmp) 1526 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count); 1527 esrv_del_item (tmp->contr, op->count);
1796 }
1797 } 1528 }
1798 } 1529 }
1799 else 1530 else
1800 { 1531 {
1801 object *
1802 above = op->above; 1532 object *above = op->above;
1803 1533
1804 if (i < op->nrof) 1534 if (i < op->nrof)
1805 {
1806 op->nrof -= i; 1535 op->nrof -= i;
1807 }
1808 else 1536 else
1809 { 1537 {
1810 remove_ob (op); 1538 op->remove ();
1811 op->nrof = 0; 1539 op->nrof = 0;
1812 } 1540 }
1541
1813 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1815 if (tmp->type == PLAYER) 1544 if (tmp->type == PLAYER)
1816 { 1545 {
1817 if (op->nrof) 1546 if (op->nrof)
1818 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1819 else 1548 else
1820 esrv_del_item (tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1821 } 1550 }
1822 } 1551 }
1823 1552
1824 if (op->nrof) 1553 if (op->nrof)
1825 {
1826 return op; 1554 return op;
1827 }
1828 else 1555 else
1829 { 1556 {
1830 free_object (op); 1557 op->destroy ();
1831 return NULL; 1558 return 0;
1832 } 1559 }
1833} 1560}
1834 1561
1835/* 1562/*
1836 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1841add_weight (object *op, signed long weight) 1568add_weight (object *op, signed long weight)
1842{ 1569{
1843 while (op != NULL) 1570 while (op != NULL)
1844 { 1571 {
1845 if (op->type == CONTAINER) 1572 if (op->type == CONTAINER)
1846 {
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 } 1574
1849 op->carrying += weight; 1575 op->carrying += weight;
1850 op = op->env; 1576 op = op->env;
1851 } 1577 }
1852} 1578}
1853 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1854/* 1600/*
1855 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1856 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1857 * inside the object environment. 1603 * inside the object environment.
1858 * 1604 *
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 1605 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1866 */ 1607 */
1867 1608
1868object * 1609object *
1869insert_ob_in_ob (object *op, object *where) 1610object::insert (object *op)
1870{ 1611{
1871 object * 1612 object *tmp, *otmp;
1872 tmp, *
1873 otmp;
1874 1613
1875 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 { 1615 op->remove ();
1877 dump_object (op); 1616
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) 1617 if (op->more)
1893 { 1618 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op; 1620 return op;
1896 } 1621 }
1622
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1898 CLEAR_FLAG (op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1899 if (op->nrof) 1625 if (op->nrof)
1900 { 1626 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op)) 1628 if (object::can_merge (tmp, op))
1903 { 1629 {
1904 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1905 (client needs the original object) */ 1631 (client needs the original object) */
1906 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1908 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1909 */ 1635 */
1910 add_weight (where, op->weight * op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1911 SET_FLAG (op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1912 free_object (op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1913 op = tmp; 1639 op = tmp;
1914 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1915 CLEAR_FLAG (op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break; 1642 break;
1917 } 1643 }
1918 1644
1919 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1920 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract 1647 * (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 1648 * the weight, so we need to add it in again, since we actually do
1923 * the linking below 1649 * the linking below
1924 */ 1650 */
1925 add_weight (where, op->weight * op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1926 } 1652 }
1927 else 1653 else
1928 add_weight (where, (op->weight + op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1929 1655
1930 otmp = is_player_inv (where); 1656 otmp = this->in_player ();
1931 if (otmp && otmp->contr != NULL) 1657 if (otmp && otmp->contr)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp); 1659 otmp->update_stats ();
1935 }
1936 1660
1937 op->map = NULL; 1661 op->map = 0;
1938 op->env = where; 1662 op->env = this;
1939 op->above = NULL; 1663 op->above = 0;
1940 op->below = NULL; 1664 op->below = 0;
1941 op->x = 0, op->y = 0; 1665 op->x = 0, op->y = 0;
1942 1666
1943 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map) 1668 if ((op->glow_radius != 0) && map)
1945 { 1669 {
1946#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map)) 1673 if (map->darkness)
1950 update_all_los (where->map, where->x, where->y); 1674 update_all_los (map, x, y);
1951 } 1675 }
1952 1676
1953 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1954 * It sure simplifies this function... 1678 * It sure simplifies this function...
1955 */ 1679 */
1956 if (where->inv == NULL) 1680 if (!inv)
1957 where->inv = op; 1681 inv = op;
1958 else 1682 else
1959 { 1683 {
1960 op->below = where->inv; 1684 op->below = inv;
1961 op->below->above = op; 1685 op->below->above = op;
1962 where->inv = op; 1686 inv = op;
1963 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1964 return op; 1691 return op;
1965} 1692}
1966 1693
1967/* 1694/*
1968 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1982 * 1709 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top. 1712 * on top.
1986 */ 1713 */
1987
1988int 1714int
1989check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1990{ 1716{
1991 object *tmp; 1717 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map; 1718 maptile *m = op->map;
1994 int x = op->x, y = op->y; 1719 int x = op->x, y = op->y;
1995 1720
1996 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
1997 1722
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999 return 0; 1724 return 0;
2000
2001 tag = op->count;
2002 1725
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1726 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); 1727 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); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006 1729
2022 1745
2023 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
2025 */ 1748 */
2026 1749
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2028 { 1751 {
2029 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them. 1754 * we don't need to check all of them.
2032 */ 1755 */
2049 { 1772 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1773 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)) 1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 { 1775 {
2053 1776
1777 float
2054 float diff = tmp->move_slow_penalty * FABS (op->speed); 1778 diff = tmp->move_slow_penalty * FABS (op->speed);
2055 1779
2056 if (op->type == PLAYER) 1780 if (op->type == PLAYER)
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1781 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))) 1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0; 1783 diff /= 4.0;
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 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)) 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 { 1792 {
2069 move_apply (tmp, op, originator); 1793 move_apply (tmp, op, originator);
2070 1794
2071 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
2072 return 1; 1796 return 1;
2073 1797
2074 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
2086/* 1810/*
2087 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2090 */ 1814 */
2091
2092object * 1815object *
2093present_arch (const archetype *at, mapstruct *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
2094{ 1817{
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
2099 { 1819 {
2100 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL; 1821 return NULL;
2102 } 1822 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2104 if (tmp->arch == at) 1825 if (tmp->arch == at)
2105 return tmp; 1826 return tmp;
1827
2106 return NULL; 1828 return NULL;
2107} 1829}
2108 1830
2109/* 1831/*
2110 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2113 */ 1835 */
2114
2115object * 1836object *
2116present (unsigned char type, mapstruct *m, int x, int y) 1837present (unsigned char type, maptile *m, int x, int y)
2117{ 1838{
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y)) 1839 if (out_of_map (m, x, y))
2122 { 1840 {
2123 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2124 return NULL; 1842 return NULL;
2125 } 1843 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2127 if (tmp->type == type) 1846 if (tmp->type == type)
2128 return tmp; 1847 return tmp;
1848
2129 return NULL; 1849 return NULL;
2130} 1850}
2131 1851
2132/* 1852/*
2133 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2136 */ 1856 */
2137
2138object * 1857object *
2139present_in_ob (unsigned char type, const object *op) 1858present_in_ob (unsigned char type, const object *op)
2140{ 1859{
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type) 1861 if (tmp->type == type)
2146 return tmp; 1862 return tmp;
1863
2147 return NULL; 1864 return NULL;
2148} 1865}
2149 1866
2150/* 1867/*
2151 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2159 * str is the string to match against. Note that we match against 1876 * 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 1877 * 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 1878 * spell code can use one object type (force), but change it's name
2162 * to be unique. 1879 * to be unique.
2163 */ 1880 */
2164
2165object * 1881object *
2166present_in_ob_by_name (int type, const char *str, const object *op) 1882present_in_ob_by_name (int type, const char *str, const object *op)
2167{ 1883{
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp; 1886 return tmp;
2175 } 1887
2176 return NULL; 1888 return 0;
2177} 1889}
2178 1890
2179/* 1891/*
2180 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2183 */ 1895 */
2184
2185object * 1896object *
2186present_arch_in_ob (const archetype *at, const object *op) 1897present_arch_in_ob (const archetype *at, const object *op)
2187{ 1898{
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 if (tmp->arch == at) 1900 if (tmp->arch == at)
2193 return tmp; 1901 return tmp;
1902
2194 return NULL; 1903 return NULL;
2195} 1904}
2196 1905
2197/* 1906/*
2198 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2199 */ 1908 */
2200void 1909void
2201flag_inv (object *op, int flag) 1910flag_inv (object *op, int flag)
2202{ 1911{
2203 object *
2204 tmp;
2205
2206 if (op->inv) 1912 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208 { 1914 {
2209 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
2210 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
2211 } 1917 }
2212} /* 1918}
1919
1920/*
2213 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2214 */ 1922 */
2215void 1923void
2216unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2217{ 1925{
2218 object *
2219 tmp;
2220
2221 if (op->inv) 1926 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223 { 1928 {
2224 CLEAR_FLAG (tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2225 unflag_inv (tmp, flag); 1930 unflag_inv (tmp, flag);
2226 } 1931 }
2227} 1932}
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for 1937 * 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. 1938 * him/her-self and all object carried by a call to this function.
2234 */ 1939 */
2235
2236void 1940void
2237set_cheat (object *op) 1941set_cheat (object *op)
2238{ 1942{
2239 SET_FLAG (op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2259 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * 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 1964 * 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 1965 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc. 1966 * customized, changed states, etc.
2263 */ 1967 */
2264
2265int 1968int
2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2267{ 1970{
2268 int
2269 i,
2270 index = 0, flag; 1971 int index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2273 1973
2274 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2275 { 1975 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2277 if (!flag) 1977 if (!flag)
2278 altern[index++] = i; 1978 altern [index++] = i;
2279 1979
2280 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* 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. 1981 * 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 - 1982 * 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 1983 * 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 1984 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2287 */ 1987 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2289 stop = maxfree[i]; 1989 stop = maxfree[i];
2290 } 1990 }
1991
2291 if (!index) 1992 if (!index)
2292 return -1; 1993 return -1;
1994
2293 return altern[RANDOM () % index]; 1995 return altern[RANDOM () % index];
2294} 1996}
2295 1997
2296/* 1998/*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2298 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice. 2001 * 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. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */ 2003 */
2302
2303int 2004int
2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2305{ 2006{
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2312 return i; 2009 return i;
2313 } 2010
2314 return -1; 2011 return -1;
2315} 2012}
2316 2013
2317/* 2014/*
2318 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2320 */ 2018 */
2321static void 2019static void
2322permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2323{ 2021{
2324 int 2022 arr += begin;
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin; 2023 end -= begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334 2024
2335 tmp = arr[i]; 2025 while (--end)
2336 arr[i] = arr[j]; 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2337 arr[j] = tmp;
2338 }
2339} 2027}
2340 2028
2341/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of 2030 * 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 2031 * 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. 2034 * the 3x3 area will be searched, just not in a predictable order.
2347 */ 2035 */
2348void 2036void
2349get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2350{ 2038{
2351 int 2039 int i;
2352 i;
2353 2040
2354 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i; 2042 search_arr[i] = i;
2357 }
2358 2043
2359 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362} 2047}
2371 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * 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 2057 * 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 2058 * because we have to know what movement the thing looking to move
2374 * there is capable of. 2059 * there is capable of.
2375 */ 2060 */
2376
2377int 2061int
2378find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2379{ 2063{
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2383 sint16 2065
2384 nx, 2066 sint16 nx, ny;
2385 ny;
2386 object * 2067 object *tmp;
2387 tmp; 2068 maptile *mp;
2388 mapstruct * 2069
2389 mp; 2070 MoveType blocked, move_type;
2390 MoveType
2391 blocked,
2392 move_type;
2393 2071
2394 if (exclude && exclude->head) 2072 if (exclude && exclude->head)
2395 { 2073 {
2396 exclude = exclude->head; 2074 exclude = exclude->head;
2397 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2407 mp = m; 2085 mp = m;
2408 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2409 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2410 2088
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2412 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i]; 2092 max = maxfree[i];
2415 }
2416 else 2093 else
2417 { 2094 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2419 2098
2420 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2421 {
2422 max = maxfree[i]; 2100 max = maxfree[i];
2423 }
2424 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2425 { 2102 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2427 { 2104 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))) 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429 {
2430 break; 2106 break;
2431 } 2107
2432 }
2433 if (tmp) 2108 if (tmp)
2434 {
2435 return freedir[i]; 2109 return freedir[i];
2436 }
2437 } 2110 }
2438 } 2111 }
2439 } 2112 }
2113
2440 return 0; 2114 return 0;
2441} 2115}
2442 2116
2443/* 2117/*
2444 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects. 2119 * distance between the two given objects.
2446 */ 2120 */
2447
2448int 2121int
2449distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2450{ 2123{
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456} 2125}
2457 2126
2458/* 2127/*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * 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 2129 * an object which has subtracted the x and y coordinates of another
2461 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2462 */ 2131 */
2463
2464int 2132int
2465find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2466{ 2134{
2467 int 2135 int q;
2468 q;
2469 2136
2470 if (y) 2137 if (y)
2471 q = x * 100 / y; 2138 q = x * 100 / y;
2472 else if (x) 2139 else if (x)
2473 q = -300 * x; 2140 q = -300 * x;
2508int 2175int
2509absdir (int d) 2176absdir (int d)
2510{ 2177{
2511 while (d < 1) 2178 while (d < 1)
2512 d += 8; 2179 d += 8;
2180
2513 while (d > 8) 2181 while (d > 8)
2514 d -= 8; 2182 d -= 8;
2183
2515 return d; 2184 return d;
2516} 2185}
2517 2186
2518/* 2187/*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2521 */ 2190 */
2522 2191
2523int 2192int
2524dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2525{ 2194{
2526 int 2195 int d;
2527 d;
2528 2196
2529 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2530 if (d > 4) 2198 if (d > 4)
2531 d = 8 - d; 2199 d = 8 - d;
2200
2532 return d; 2201 return d;
2533} 2202}
2534 2203
2535/* peterm: 2204/* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * 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 2208 * 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. 2209 * 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 2210 * Moved from spell_util.c to object.c with the other related direction
2542 * functions. 2211 * functions.
2543 */ 2212 */
2544
2545int
2546 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2599 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it 2268 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2603 */ 2270 */
2604
2605
2606int 2271int
2607can_see_monsterP (mapstruct *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2608{ 2273{
2609 sint16 2274 sint16 dx, dy;
2610 dx,
2611 dy;
2612 int
2613 mflags; 2275 int mflags;
2614 2276
2615 if (dir < 0) 2277 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2617 2279
2618 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2631 return 0; 2293 return 0;
2632 2294
2633 /* yes, can see. */ 2295 /* yes, can see. */
2634 if (dir < 9) 2296 if (dir < 9)
2635 return 1; 2297 return 1;
2298
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 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]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638} 2302}
2639
2640
2641 2303
2642/* 2304/*
2643 * can_pick(picker, item): finds out if an object is possible to be 2305 * 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 2306 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (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)); 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2659} 2321}
2660 2322
2661
2662/* 2323/*
2663 * create clone from object to another 2324 * create clone from object to another
2664 */ 2325 */
2665object * 2326object *
2666object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2667{ 2328{
2668 object *
2669 dst = NULL, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2670 2330
2671 if (!asrc) 2331 if (!asrc)
2672 return NULL; 2332 return 0;
2333
2673 src = asrc; 2334 src = asrc;
2674 if (src->head) 2335 if (src->head)
2675 src = src->head; 2336 src = src->head;
2676 2337
2677 prev = NULL; 2338 prev = 0;
2678 for (part = src; part; part = part->more) 2339 for (part = src; part; part = part->more)
2679 { 2340 {
2680 tmp = get_object (); 2341 tmp = part->clone ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x; 2342 tmp->x -= src->x;
2683 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2684 if (!part->head) 2345 if (!part->head)
2685 { 2346 {
2686 dst = tmp; 2347 dst = tmp;
2687 tmp->head = NULL; 2348 tmp->head = 0;
2688 } 2349 }
2689 else 2350 else
2690 {
2691 tmp->head = dst; 2351 tmp->head = dst;
2692 } 2352
2693 tmp->more = NULL; 2353 tmp->more = 0;
2354
2694 if (prev) 2355 if (prev)
2695 prev->more = tmp; 2356 prev->more = tmp;
2357
2696 prev = tmp; 2358 prev = tmp;
2697 } 2359 }
2698 2360
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2701 {
2702 (void) insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704 2363
2705 return dst; 2364 return dst;
2706} 2365}
2707 2366
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. */ 2367/* 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 */ 2368/* 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, */ 2369/* 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. */ 2370/* 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. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2726
2727/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2728
2729object * 2373object *
2730load_object_str (const char *obstr) 2374load_object_str (const char *obstr)
2731{ 2375{
2732 object * 2376 object *op;
2733 op;
2734 char
2735 filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2736 2378
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738 2380
2739 FILE *
2740 tempfile = fopen (filename, "w"); 2381 FILE *tempfile = fopen (filename, "w");
2741 2382
2742 if (tempfile == NULL) 2383 if (tempfile == NULL)
2743 { 2384 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL; 2386 return NULL;
2746 }; 2387 }
2388
2747 fprintf (tempfile, obstr); 2389 fprintf (tempfile, obstr);
2748 fclose (tempfile); 2390 fclose (tempfile);
2749 2391
2750 op = get_object (); 2392 op = object::create ();
2751 2393
2752 object_thawer 2394 object_thawer thawer (filename);
2753 thawer (filename);
2754 2395
2755 if (thawer) 2396 if (thawer)
2756 load_object (thawer, op, 0); 2397 load_object (thawer, op, 0);
2757 2398
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2766 * returns NULL if no match. 2407 * returns NULL if no match.
2767 */ 2408 */
2768object * 2409object *
2769find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2770{ 2411{
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp; 2414 return tmp;
2777 2415
2778 return NULL; 2416 return 0;
2779} 2417}
2780 2418
2781/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2782 * otherwise return NULL. 2420 * otherwise return NULL.
2783 * 2421 *
2785 * do the desired thing. 2423 * do the desired thing.
2786 */ 2424 */
2787key_value * 2425key_value *
2788get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2789{ 2427{
2790 key_value *
2791 link;
2792
2793 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2794 {
2795 if (link->key == key) 2429 if (link->key == key)
2796 {
2797 return link; 2430 return link;
2798 }
2799 }
2800 2431
2801 return NULL; 2432 return 0;
2802} 2433}
2803 2434
2804/* 2435/*
2805 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2806 * 2437 *
2809 * The returned string is shared. 2440 * The returned string is shared.
2810 */ 2441 */
2811const char * 2442const char *
2812get_ob_key_value (const object *op, const char *const key) 2443get_ob_key_value (const object *op, const char *const key)
2813{ 2444{
2814 key_value * 2445 key_value *link;
2815 link; 2446 shstr_cmp canonical_key (key);
2816 const char *
2817 canonical_key;
2818 2447
2819 canonical_key = shstr::find (key);
2820
2821 if (canonical_key == NULL) 2448 if (!canonical_key)
2822 { 2449 {
2823 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2824 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2825 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2826 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2827 */ 2454 */
2828 return NULL; 2455 return 0;
2829 } 2456 }
2830 2457
2831 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2832 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2833 */ 2460 */
2834 for (link = op->key_values; link != NULL; link = link->next) 2461 for (link = op->key_values; link; link = link->next)
2835 {
2836 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2837 {
2838 return link->value; 2463 return link->value;
2839 } 2464
2840 }
2841 return NULL; 2465 return 0;
2842} 2466}
2843 2467
2844 2468
2845/* 2469/*
2846 * Updates the canonical_key in op to value. 2470 * Updates the canonical_key in op to value.
2853 * Returns TRUE on success. 2477 * Returns TRUE on success.
2854 */ 2478 */
2855int 2479int
2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{ 2481{
2858 key_value *
2859 field = NULL, *last = NULL; 2482 key_value *field = NULL, *last = NULL;
2860 2483
2861 for (field = op->key_values; field != NULL; field = field->next) 2484 for (field = op->key_values; field != NULL; field = field->next)
2862 { 2485 {
2863 if (field->key != canonical_key) 2486 if (field->key != canonical_key)
2864 { 2487 {
2882 if (last) 2505 if (last)
2883 last->next = field->next; 2506 last->next = field->next;
2884 else 2507 else
2885 op->key_values = field->next; 2508 op->key_values = field->next;
2886 2509
2887 delete
2888 field; 2510 delete field;
2889 } 2511 }
2890 } 2512 }
2891 return TRUE; 2513 return TRUE;
2892 } 2514 }
2893 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2894 2516
2895 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2896 2518
2897 if (!add_key) 2519 if (!add_key)
2898 {
2899 return FALSE; 2520 return FALSE;
2900 } 2521
2901 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2902 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2903 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2904 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2905 * should pass in "" 2526 * should pass in ""
2928 * Returns TRUE on success. 2549 * Returns TRUE on success.
2929 */ 2550 */
2930int 2551int
2931set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932{ 2553{
2933 shstr
2934 key_ (key); 2554 shstr key_ (key);
2935 2555
2936 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2937} 2557}
2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2566void
2567object::depth_iterator::next ()
2568{
2569 if (item->below)
2570 {
2571 item = item->below;
2572
2573 while (item->inv)
2574 item = item->inv;
2575 }
2576 else
2577 item = item->env;
2578}
2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

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