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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35int nrofallocobjects = 0; 36#include <bitset>
36static UUID uuid; 37
38UUID UUID::cur;
39static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 50};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 56};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 62};
50int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 68};
54 69
55static void 70static void
56write_uuid (void) 71write_uuid (uval64 skip, bool sync)
57{ 72{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
59 74 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 77 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid (void)
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
87 seq_next_save = 0;
88
83 FILE *fp; 89 FILE *fp;
84 90
85 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
86 { 92 {
87 if (errno == ENOENT) 93 if (errno == ENOENT)
88 { 94 {
89 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 96 UUID::cur.seq = 0;
91 write_uuid (); 97 write_uuid (UUID_GAP, true);
92 return; 98 return;
93 } 99 }
94 100
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 102 _exit (1);
97 } 103 }
98 104
99 int version; 105 UUID::BUF buf;
100 unsigned long long uid; 106 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
102 { 110 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 112 _exit (1);
105 } 113 }
106 114
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
110 fclose (fp); 118 fclose (fp);
111} 119}
112 120
113UUID 121UUID
114gen_uuid () 122UUID::gen ()
115{ 123{
116 UUID uid; 124 UUID uid;
117 125
118 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
119 127
120 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
122 134
123 return uid; 135 return uid;
124} 136}
125 137
126void 138void
127init_uuid () 139UUID::init ()
128{ 140{
129 read_uuid (); 141 read_uuid ();
130} 142}
131 143
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
139 * objects with lists are rare, and lists stay short. If not, use a 151 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
141 */ 153 */
142 154
143 /* For each field in wants, */ 155 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 157 {
146 key_value *has_field; 158 key_value *has_field;
147 159
148 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
183 * 195 *
184 * Note that this function appears a lot longer than the macro it 196 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 197 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 198 * reduce this to the same efficiency.
187 * 199 *
188 * Check nrof variable *before* calling CAN_MERGE() 200 * Check nrof variable *before* calling can_merge()
189 * 201 *
190 * Improvements made with merge: Better checking on potion, and also 202 * Improvements made with merge: Better checking on potion, and also
191 * check weight 203 * check weight
192 */ 204 */
193
194bool object::can_merge (object *ob1, object *ob2) 205bool object::can_merge_slow (object *ob1, object *ob2)
195{ 206{
196 /* A couple quicksanity checks */ 207 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 208 if (ob1 == ob2
209 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value
212 || ob1->name != ob2->name)
198 return 0; 213 return 0;
199 214
200 if (ob1->speed != ob2->speed) 215 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 217 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 218 * used to store nrof).
206 */ 219 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 230 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 231
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 233 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 234
222 235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 236 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 237 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 238 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 239 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 240 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 243 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 244 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 245 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 246 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 247 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 248 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 249 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 250 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 251 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 252 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 253 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 254 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 255 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 256 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 257 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 260 return 0;
254 261
255 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 263 * check all objects in the inventory.
257 */ 264 */
258 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
259 { 266 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!(ob1->inv && ob2->inv))
266 return 0; 268 return 0; /* inventories differ in length */
269
270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
273 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */
267 275
268 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 277 * if it is valid.
270 */ 278 */
271 } 279 }
279 287
280 /* Note sure why the following is the case - either the object has to 288 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 289 * be animated or have a very low speed. Is this an attempted monster
282 * check? 290 * check?
283 */ 291 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 293 return 0;
286 294
287 switch (ob1->type) 295 switch (ob1->type)
288 { 296 {
289 case SCROLL: 297 case SCROLL:
300 return 0; 308 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 310 return 0;
303 } 311 }
304 312
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
307 { 314 {
308 ob1->optimise (); 315 ob1->optimise ();
309 ob2->optimise (); 316 ob2->optimise ();
310 317
311 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
312 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
313 } 330 }
314 331
315 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
316 return 1; 333 return 1;
317} 334}
325sum_weight (object *op) 342sum_weight (object *op)
326{ 343{
327 long sum; 344 long sum;
328 object *inv; 345 object *inv;
329 346
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 348 {
332 if (inv->inv) 349 if (inv->inv)
333 sum_weight (inv); 350 sum_weight (inv);
351
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 353 }
336 354
337 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 372 op = op->env;
355 return op; 373 return op;
356} 374}
357 375
358/* 376/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 378 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 379 * The result of the dump is stored in the static global errmsg array.
377 */ 380 */
378
379char * 381char *
380dump_object (object *op) 382dump_object (object *op)
381{ 383{
382 if (!op) 384 if (!op)
383 return strdup ("[NULLOBJ]"); 385 return strdup ("[NULLOBJ]");
384 386
385 object_freezer freezer; 387 object_freezer freezer;
386 save_object (freezer, op, 3); 388 op->write (freezer);
387 return freezer.as_string (); 389 return freezer.as_string ();
388} 390}
389 391
390/* 392/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
394 */ 396 */
395
396object * 397object *
397get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
398{ 399{
399 object *tmp, *closest; 400 object *tmp, *closest;
400 int last_dist, i; 401 int last_dist, i;
408} 409}
409 410
410/* 411/*
411 * Returns the object which has the count-variable equal to the argument. 412 * Returns the object which has the count-variable equal to the argument.
412 */ 413 */
413
414object * 414object *
415find_object (tag_t i) 415find_object (tag_t i)
416{ 416{
417 for (object *op = object::first; op; op = op->next) 417 for_all_objects (op)
418 if (op->count == i) 418 if (op->count == i)
419 return op; 419 return op;
420 420
421 return 0; 421 return 0;
422} 422}
423 423
424/* 424/*
425 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
428 */ 428 */
429
430object * 429object *
431find_object_name (const char *str) 430find_object_name (const char *str)
432{ 431{
433 shstr_cmp str_ (str); 432 shstr_cmp str_ (str);
434 object *op; 433 object *op;
435 434
436 for (op = object::first; op != NULL; op = op->next) 435 for_all_objects (op)
437 if (op->name == str_) 436 if (op->name == str_)
438 break; 437 break;
439 438
440 return op; 439 return op;
441} 440}
442 441
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 442/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
452 */ 446 */
453void 447void
454object::set_owner (object *owner) 448object::set_owner (object *owner)
455{ 449{
450 // allow objects which own objects
456 if (!owner) 451 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 452 while (owner->owner)
467 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
468 460
469 this->owner = owner; 461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
470} 528}
471 529
472/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 531 * refcounts and freeing the links.
474 */ 532 */
475static void 533static void
476free_key_values (object *op) 534free_key_values (object *op)
477{ 535{
478 for (key_value *i = op->key_values; i != 0;) 536 for (key_value *i = op->key_values; i; )
479 { 537 {
480 key_value *next = i->next; 538 key_value *next = i->next;
481 delete i; 539 delete i;
482 540
483 i = next; 541 i = next;
484 } 542 }
485 543
486 op->key_values = 0; 544 op->key_values = 0;
487} 545}
488 546
489void object::clear () 547object &
548object::operator =(const object &src)
490{ 549{
491 attachable_base::clear (); 550 bool is_freed = flag [FLAG_FREED];
551 bool is_removed = flag [FLAG_REMOVED];
492 552
493 free_key_values (this); 553 *(object_copy *)this = src;
494 554
495 owner = 0; 555 flag [FLAG_FREED] = is_freed;
496 name = 0; 556 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 557
564 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
565 if (op2->key_values) 559 if (src.key_values)
566 { 560 {
567 key_value *tail = 0; 561 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 562 key_values = 0;
571 563
572 for (i = op2->key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
573 { 565 {
574 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
575 567
576 new_link->next = 0; 568 new_link->next = 0;
577 new_link->key = i->key; 569 new_link->key = i->key;
578 new_link->value = i->value; 570 new_link->value = i->value;
579 571
580 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
581 if (!op->key_values) 573 if (!key_values)
582 { 574 {
583 op->key_values = new_link; 575 key_values = new_link;
584 tail = new_link; 576 tail = new_link;
585 } 577 }
586 else 578 else
587 { 579 {
588 tail->next = new_link; 580 tail->next = new_link;
589 tail = new_link; 581 tail = new_link;
590 } 582 }
591 } 583 }
592 } 584 }
585}
593 586
594 update_ob_speed (op); 587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604}
605
606void
607object::instantiate ()
608{
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
623}
624
625object *
626object::clone ()
627{
628 object *neu = create ();
629 copy_to (neu);
630 return neu;
595} 631}
596 632
597/* 633/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 634 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 635 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 636 * be called to update the face variable, _and_ how it looks on the map.
601 */ 637 */
602
603void 638void
604update_turn_face (object *op) 639update_turn_face (object *op)
605{ 640{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 642 return;
643
608 SET_ANIMATION (op, op->direction); 644 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
610} 646}
611 647
612/* 648/*
613 * Updates the speed of an object. If the speed changes from 0 to another 649 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 650 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 651 * This function needs to be called whenever the speed of an object changes.
616 */ 652 */
617void 653void
618update_ob_speed (object *op) 654object::set_speed (float speed)
619{ 655{
620 extern int arch_init; 656 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 657 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 659 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 660 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 661
645 /* process_events() expects us to insert the object at the beginning 662 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 663
649 if (op->active_next != NULL) 664 if (has_active_speed ())
650 op->active_next->active_prev = op; 665 activate ();
651
652 active_objects = op;
653 }
654 else 666 else
655 { 667 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 668}
679 669
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 670/*
712 * update_object() updates the array which represents the map. 671 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 673 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 674 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 675 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 676 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 677 * updating that window, though, since update_object() is called _often_)
719 * 678 *
720 * action is a hint of what the caller believes need to be done. 679 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 680 * current action are:
726 * UP_OBJ_INSERT: op was inserted 681 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 682 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 683 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 684 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
731 */ 686 */
732
733void 687void
734update_object (object *op, int action) 688update_object (object *op, int action)
735{ 689{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 690 if (op == NULL)
740 { 691 {
741 /* this should never happen */ 692 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 694 return;
744 } 695 }
745 696
746 if (op->env != NULL) 697 if (op->env)
747 { 698 {
748 /* Animation is currently handled by client, so nothing 699 /* Animation is currently handled by client, so nothing
749 * to do in this case. 700 * to do in this case.
750 */ 701 */
751 return; 702 return;
756 */ 707 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 708 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 709 return;
759 710
760 /* make sure the object is within map boundaries */ 711 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 713 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 714 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 715#ifdef MANY_CORES
765 abort (); 716 abort ();
766#endif 717#endif
767 return; 718 return;
768 } 719 }
769 720
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 721 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 722
723 if (!(m.flags_ & P_UPTODATE))
724 /* nop */;
777 if (action == UP_OBJ_INSERT) 725 else if (action == UP_OBJ_INSERT)
778 { 726 {
727 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 734 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 735 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 736 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 737 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 738 * to have move_allow right now.
802 */ 739 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 742 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 743 }
809 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 746 * that is being removed.
812 */ 747 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 749 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 750 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 751 /* Nothing to do for that case */ ;
817 else 752 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 754
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 755 if (op->more)
827 update_object (op->more, action); 756 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 757}
853 758
854object::object () 759object::object ()
855{ 760{
856 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 764 face = blank_face;
860} 765}
861 766
862object::~object () 767object::~object ()
863{ 768{
769 unlink ();
770
864 free_key_values (this); 771 free_key_values (this);
865} 772}
866 773
774static int object_count;
775
867void object::link () 776void object::link ()
868{ 777{
778 assert (!index);//D
779 uuid = UUID::gen ();
869 count = ++ob_count; 780 count = ++object_count;
870 uuid = gen_uuid ();
871 781
872 prev = 0; 782 refcnt_inc ();
873 next = object::first; 783 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 784}
880 785
881void object::unlink () 786void object::unlink ()
882{ 787{
883 if (this == object::first) 788 if (!index)
884 object::first = next; 789 return;
885 790
886 /* Remove this object from the list of used objects */ 791 objects.erase (this);
887 if (prev) prev->next = next; 792 refcnt_dec ();
888 if (next) next->prev = prev; 793}
889 794
890 prev = 0; 795void
891 next = 0; 796object::activate ()
797{
798 /* If already on active list, don't do anything */
799 if (active)
800 return;
801
802 if (has_active_speed ())
803 actives.insert (this);
804}
805
806void
807object::activate_recursive ()
808{
809 activate ();
810
811 for (object *op = inv; op; op = op->below)
812 op->activate_recursive ();
813}
814
815/* This function removes object 'op' from the list of active
816 * objects.
817 * This should only be used for style maps or other such
818 * reference maps where you don't want an object that isn't
819 * in play chewing up cpu time getting processed.
820 * The reverse of this is to call update_ob_speed, which
821 * will do the right thing based on the speed of the object.
822 */
823void
824object::deactivate ()
825{
826 /* If not on the active list, nothing needs to be done */
827 if (!active)
828 return;
829
830 actives.erase (this);
831}
832
833void
834object::deactivate_recursive ()
835{
836 for (object *op = inv; op; op = op->below)
837 op->deactivate_recursive ();
838
839 deactivate ();
840}
841
842void
843object::set_flag_inv (int flag, int value)
844{
845 for (object *op = inv; op; op = op->below)
846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
859 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory,
863 // cf will crash below with off-map x and y
864 if (!inv)
865 return;
866
867 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects
869 * drop on that space.
870 */
871 if (!drop_to_ground
872 || !map
873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
875 || ms ().move_block == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
895 op->destroy ();
896 else
897 map->insert (op, x, y);
898 }
899 }
892} 900}
893 901
894object *object::create () 902object *object::create ()
895{ 903{
896 object *op = new object; 904 object *op = new object;
897 op->link (); 905 op->link ();
898 return op; 906 return op;
899} 907}
900 908
901/* 909void
902 * free_object() frees everything allocated by an object, removes 910object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 911{
913 if (QUERY_FLAG (this, FLAG_FREED)) 912 attachable::do_destroy ();
914 return;
915 913
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 914 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this);
916
917 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 918 remove_friendly_object (this);
918 919
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 920 if (!flag [FLAG_REMOVED])
920 remove_ob (this); 921 remove ();
921 922
922 SET_FLAG (this, FLAG_FREED); 923 destroy_inv (true);
924
925 deactivate ();
926 unlink ();
927
928 flag [FLAG_FREED] = 1;
923 929
924 // hack to ensure that freed objects still have a valid map 930 // hack to ensure that freed objects still have a valid map
925 { 931 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes 932 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 933
928 if (!freed_map) 934 if (!freed_map)
929 { 935 {
930 freed_map = get_empty_map (3, 3); 936 freed_map = new maptile;
937
931 freed_map->name = "freed objects map"; 938 freed_map->path = "<freed objects map>";
932 allocate_map (freed_map); 939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
933 } 946 }
934 947
935 map = freed_map; 948 map = freed_map;
936 x = 1; 949 x = 1;
937 y = 1; 950 y = 1;
938 } 951 }
939 952
940 if (more) 953 if (more)
941 { 954 {
942 more->destroy (destroy_inventory); 955 more->destroy ();
943 more = 0; 956 more = 0;
944 } 957 }
945 958
946 if (inv) 959 head = 0;
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955 960
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 }
987
988 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
989 owner = 0; 962 owner = 0;
990 enemy = 0; 963 enemy = 0;
991 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
966}
992 967
993 // only relevant for players(?), but make sure of it anyways 968void
994 contr = 0; 969object::destroy (bool destroy_inventory)
970{
971 if (destroyed ())
972 return;
995 973
996 /* Remove object from the active list */ 974 if (destroy_inventory)
997 speed = 0; 975 destroy_inv (false);
998 update_ob_speed (this);
999 976
1000 unlink (); 977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1001 982
1002 mortals.push_back (this); 983 attachable::destroy ();
1003} 984}
1004 985
1005/* 986/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 987 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 988 * weight of an object (and what is carried by it's environment(s)).
1008 */ 989 */
1009
1010void 990void
1011sub_weight (object *op, signed long weight) 991sub_weight (object *op, signed long weight)
1012{ 992{
1013 while (op != NULL) 993 while (op != NULL)
1014 { 994 {
1018 op->carrying -= weight; 998 op->carrying -= weight;
1019 op = op->env; 999 op = op->env;
1020 } 1000 }
1021} 1001}
1022 1002
1023/* remove_ob(op): 1003/* op->remove ():
1024 * This function removes the object op from the linked list of objects 1004 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1005 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1008 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1009 */
1031
1032void 1010void
1033remove_ob (object *op) 1011object::do_remove ()
1034{ 1012{
1035 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
1036 object *otmp; 1014 object *otmp;
1037 1015
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1044 return; 1017 return;
1045 1018
1046 SET_FLAG (op, FLAG_REMOVED); 1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this);
1047 1021
1048 if (op->more != NULL) 1022 if (more)
1049 remove_ob (op->more); 1023 more->remove ();
1050 1024
1051 /* 1025 /*
1052 * In this case, the object to be removed is in someones 1026 * In this case, the object to be removed is in someones
1053 * inventory. 1027 * inventory.
1054 */ 1028 */
1055 if (op->env != NULL) 1029 if (env)
1056 { 1030 {
1057 if (op->nrof) 1031 if (nrof)
1058 sub_weight (op->env, op->weight * op->nrof); 1032 sub_weight (env, weight * nrof);
1059 else 1033 else
1060 sub_weight (op->env, op->weight + op->carrying); 1034 sub_weight (env, weight + carrying);
1061 1035
1062 /* NO_FIX_PLAYER is set when a great many changes are being 1036 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call 1037 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 1038 * to save cpu time.
1065 */ 1039 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1067 fix_player (otmp); 1041 otmp->update_stats ();
1068 1042
1069 if (op->above != NULL) 1043 if (above)
1070 op->above->below = op->below; 1044 above->below = below;
1071 else 1045 else
1072 op->env->inv = op->below; 1046 env->inv = below;
1073 1047
1074 if (op->below != NULL) 1048 if (below)
1075 op->below->above = op->above; 1049 below->above = above;
1076 1050
1077 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1080 */ 1054 */
1081 op->x = op->env->x, op->y = op->env->y; 1055 x = env->x, y = env->y;
1082 op->map = op->env->map; 1056 map = env->map;
1083 op->above = NULL, op->below = NULL; 1057 above = 0, below = 0;
1084 op->env = NULL; 1058 env = 0;
1085 } 1059 }
1086 else if (op->map) 1060 else if (map)
1087 { 1061 {
1088 x = op->x; 1062 if (type == PLAYER)
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 } 1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1102 1069
1103 if (op->map != m) 1070 --map->players;
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1071 map->touch ();
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */ 1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
1110 1076
1111 /* link the object above us */ 1077 /* link the object above us */
1112 if (op->above) 1078 if (above)
1113 op->above->below = op->below; 1079 above->below = below;
1114 else 1080 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
1116 1082
1117 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
1118 if (op->below) 1084 if (below)
1119 op->below->above = op->above; 1085 below->above = above;
1120 else 1086 else
1121 { 1087 {
1122 /* Nothing below, which means we need to relink map object for this space 1088 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is 1089 * use translated coordinates in case some oddness with map tiling is
1124 * evident 1090 * evident
1125 */ 1091 */
1126 if (GET_MAP_OB (m, x, y) != op) 1092 if (GET_MAP_OB (map, x, y) != this)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "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); 1093 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1131 free (dump); 1094
1132 dump = dump_object (GET_MAP_OB (m, x, y)); 1095 ms.bot = above; /* goes on above it. */
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 } 1096 }
1136 1097
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1138 }
1139
1140 op->above = 0; 1098 above = 0;
1141 op->below = 0; 1099 below = 0;
1142 1100
1143 if (op->map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1144 return; 1102 return;
1145 1103
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1105
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1149 { 1119 {
1150 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1151 * being removed. 1121 * being removed.
1152 */ 1122 */
1153 1123
1154 if (tmp->type == PLAYER && tmp != op) 1124 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 { 1128 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 {
1174 move_apply (tmp, op, NULL); 1129 move_apply (tmp, this, 0);
1175 1130
1176 if (op->destroyed ()) 1131 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1133 }
1179 1134
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp; 1135 last = tmp;
1186 } 1136 }
1187 1137
1188 /* last == NULL of there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1189 if (last == NULL) 1140 if (!last)
1190 { 1141 map->at (x, y).flags_ = 0;
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else 1142 else
1200 update_object (last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1201 1144
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (op->map, op->x, op->y); 1146 update_all_los (map, x, y);
1204 } 1147 }
1205} 1148}
1206 1149
1207/* 1150/*
1208 * merge_ob(op,top): 1151 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1217{ 1160{
1218 if (!op->nrof) 1161 if (!op->nrof)
1219 return 0; 1162 return 0;
1220 1163
1221 if (top == NULL) 1164 if (!top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1165 for (top = op; top && top->above; top = top->above)
1166 ;
1223 1167
1224 for (; top != NULL; top = top->below) 1168 for (; top; top = top->below)
1225 { 1169 {
1226 if (top == op) 1170 if (top == op)
1227 continue; 1171 continue;
1228 if (CAN_MERGE (op, top)) 1172
1173 if (object::can_merge (op, top))
1229 { 1174 {
1230 top->nrof += op->nrof; 1175 top->nrof += op->nrof;
1231 1176
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1233 op->weight = 0; /* Don't want any adjustements now */ 1178 op->weight = 0; /* Don't want any adjustements now */
1234 remove_ob (op); 1179 op->destroy ();
1235 free_object (op);
1236 return top; 1180 return top;
1237 } 1181 }
1238 } 1182 }
1239 1183
1240 return 0; 1184 return 0;
1241} 1185}
1242 1186
1187void
1188object::expand_tail ()
1189{
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208}
1209
1243/* 1210/*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1245 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1246 */ 1213 */
1247object * 1214object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1216{
1250 object *tmp;
1251
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1218 {
1257 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1258 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1259 } 1221 }
1260 1222
1261 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1262} 1224}
1263 1225
1279 * Return value: 1241 * Return value:
1280 * new object if 'op' was merged with other object 1242 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1243 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1244 * just 'op' otherwise
1283 */ 1245 */
1284
1285object * 1246object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1288 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1289 sint16 x, y;
1290 1252
1291 if (QUERY_FLAG (op, FLAG_FREED)) 1253 op->remove ();
1292 {
1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1254
1360 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work 1257 * need extra work
1363 */ 1258 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1365 x = op->x; 1260 {
1366 y = op->y; 1261 op->destroy ();
1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1367 1273
1368 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1369 */ 1275 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1278 if (object::can_merge (op, tmp))
1373 { 1279 {
1374 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1281 tmp->destroy ();
1376 free_object (tmp);
1377 } 1282 }
1378 1283
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1285 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1286
1394 op->below = originator->below; 1299 op->below = originator->below;
1395 1300
1396 if (op->below) 1301 if (op->below)
1397 op->below->above = op; 1302 op->below->above = op;
1398 else 1303 else
1399 SET_MAP_OB (op->map, op->x, op->y, op); 1304 ms.bot = op;
1400 1305
1401 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1402 originator->below = op; 1307 originator->below = op;
1403 } 1308 }
1404 else 1309 else
1405 { 1310 {
1311 top = ms.bot;
1312
1406 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1408 { 1315 {
1409 object *last = NULL; 1316 object *last = 0;
1410 1317
1411 /* 1318 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1319 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1320 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1321 * Generally, we want to put the new object on top. But if
1418 * once we get to them. This reduces the need to traverse over all of 1325 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1326 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1327 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1422 */ 1329 */
1423 1330 for (top = ms.bot; top; top = top->above)
1424 while (top != NULL)
1425 { 1331 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top; 1333 floor = top;
1428 1334
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1432 top = top->below; 1338 top = top->below;
1433 break; 1339 break;
1434 } 1340 }
1435 1341
1436 last = top; 1342 last = top;
1437 top = top->above;
1438 } 1343 }
1439 1344
1440 /* Don't want top to be NULL, so set it to the last valid object */ 1345 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last; 1346 top = last;
1442 1347
1444 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1446 */ 1351 */
1447 1352
1448 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1450 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1357 * stacking is a bit odd.
1453 */ 1358 */
1454 if (!(flag & INS_ON_TOP) && 1359 if (!(flag & INS_ON_TOP)
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1360 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility))
1456 { 1362 {
1457 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1365 break;
1366
1460 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that 1368 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1463 * set top to the object below us. 1370 * set top to the object below us.
1464 */ 1371 */
1465 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1466 top = last->below; 1373 top = last->below;
1467 } 1374 }
1468 } /* If objects on this space */ 1375 } /* If objects on this space */
1469 1376
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor; 1378 top = floor;
1475 1379
1476 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1477 */ 1381 */
1478 1382
1479 /* First object on this space */ 1383 /* First object on this space */
1480 if (!top) 1384 if (!top)
1481 { 1385 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1483 1387
1484 if (op->above) 1388 if (op->above)
1485 op->above->below = op; 1389 op->above->below = op;
1486 1390
1487 op->below = NULL; 1391 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1392 ms.bot = op;
1489 } 1393 }
1490 else 1394 else
1491 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1492 op->above = top->above; 1396 op->above = top->above;
1493 1397
1496 1400
1497 op->below = top; 1401 op->below = top;
1498 top->above = op; 1402 top->above = op;
1499 } 1403 }
1500 1404
1501 if (op->above == NULL) 1405 if (!op->above)
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1406 ms.top = op;
1503 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1504 1408
1505 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1506 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1507 1415
1508 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1509 * it, so save a few ticks and start from there. 1417
1510 */ 1418 if (object *pl = ms.player ())
1511 if (!(flag & INS_MAP_LOAD)) 1419 pl->contr->ns->floorbox_update ();
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1513 if (tmp->type == PLAYER)
1514 tmp->contr->socket.update_look = 1;
1515 1420
1516 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1425 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1428 * of effect may be sufficient.
1524 */ 1429 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1527 1432
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1433 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1434 update_object (op, UP_OBJ_INSERT);
1530 1435
1436 INVOKE_OBJECT (INSERT, op);
1437
1531 /* Don't know if moving this to the end will break anything. However, 1438 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1439 * we want to have floorbox_update called before calling this.
1533 * 1440 *
1534 * check_move_on() must be after this because code called from 1441 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1442 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1444 * update_object().
1538 */ 1445 */
1539 1446
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1542 { 1449 {
1543 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1544 return NULL; 1451 return 0;
1545 1452
1546 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1454 * walk on's.
1548 */ 1455 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1551 return NULL; 1458 return 0;
1552 } 1459 }
1553 1460
1554 return op; 1461 return op;
1555} 1462}
1556 1463
1557/* this function inserts an object in the map, but if it 1464/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1465 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1466 * op is the object to insert it under: supplies x and the map.
1560 */ 1467 */
1561void 1468void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1469replace_insert_ob_in_map (const char *arch_string, object *op)
1563{ 1470{
1564 object * 1471 object *tmp, *tmp1;
1565 tmp;
1566 object *
1567 tmp1;
1568 1472
1569 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1570 1474
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1574 { 1477 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1478
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1581 1480
1582 tmp1->x = op->x; 1481 tmp1->x = op->x;
1583 tmp1->y = op->y; 1482 tmp1->y = op->y;
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1483 insert_ob_in_map (tmp1, op->map, op, 0);
1484}
1485
1486object *
1487object::insert_at (object *where, object *originator, int flags)
1488{
1489 return where->map->insert (this, where->x, where->y, originator, flags);
1585} 1490}
1586 1491
1587/* 1492/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0). 1495 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the 1496 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array. 1497 * global static errmsg array.
1593 */ 1498 */
1594
1595object * 1499object *
1596get_split_ob (object *orig_ob, uint32 nr) 1500get_split_ob (object *orig_ob, uint32 nr)
1597{ 1501{
1598 object * 1502 object *newob;
1599 newob;
1600 int
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1602 1504
1603 if (orig_ob->nrof < nr) 1505 if (orig_ob->nrof < nr)
1604 { 1506 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL; 1508 return NULL;
1607 } 1509 }
1608 1510
1609 newob = object_create_clone (orig_ob); 1511 newob = object_create_clone (orig_ob);
1610 1512
1611 if ((orig_ob->nrof -= nr) < 1) 1513 if ((orig_ob->nrof -= nr) < 1)
1612 { 1514 orig_ob->destroy (1);
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed) 1515 else if (!is_removed)
1618 { 1516 {
1619 if (orig_ob->env != NULL) 1517 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr); 1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1636 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1638 * 1536 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */ 1538 */
1641
1642object * 1539object *
1643decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1644{ 1541{
1645 object *tmp; 1542 object *tmp;
1646 player *pl;
1647 1543
1648 if (i == 0) /* objects with op->nrof require this check */ 1544 if (i == 0) /* objects with op->nrof require this check */
1649 return op; 1545 return op;
1650 1546
1651 if (i > op->nrof) 1547 if (i > op->nrof)
1652 i = op->nrof; 1548 i = op->nrof;
1653 1549
1654 if (QUERY_FLAG (op, FLAG_REMOVED)) 1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i; 1551 op->nrof -= i;
1656 else if (op->env != NULL) 1552 else if (op->env)
1657 { 1553 {
1658 /* is this object in the players inventory, or sub container 1554 /* is this object in the players inventory, or sub container
1659 * therein? 1555 * therein?
1660 */ 1556 */
1661 tmp = is_player_inv (op->env); 1557 tmp = op->in_player ();
1662 /* nope. Is this a container the player has opened? 1558 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player. 1559 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly 1560 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map, 1561 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player. 1562 * and then searching the map for a player.
1667 */ 1563 */
1668 if (!tmp) 1564 if (!tmp)
1669 { 1565 for_all_players (pl)
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env) 1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1672 break; 1569 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 } 1570 }
1678 1571
1679 if (i < op->nrof) 1572 if (i < op->nrof)
1680 { 1573 {
1681 sub_weight (op->env, op->weight * i); 1574 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i; 1575 op->nrof -= i;
1683 if (tmp) 1576 if (tmp)
1684 {
1685 esrv_send_item (tmp, op); 1577 esrv_send_item (tmp, op);
1686 }
1687 } 1578 }
1688 else 1579 else
1689 { 1580 {
1690 remove_ob (op); 1581 op->remove ();
1691 op->nrof = 0; 1582 op->nrof = 0;
1692 if (tmp) 1583 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1695 }
1696 } 1585 }
1697 } 1586 }
1698 else 1587 else
1699 { 1588 {
1700 object *above = op->above; 1589 object *above = op->above;
1701 1590
1702 if (i < op->nrof) 1591 if (i < op->nrof)
1703 op->nrof -= i; 1592 op->nrof -= i;
1704 else 1593 else
1705 { 1594 {
1706 remove_ob (op); 1595 op->remove ();
1707 op->nrof = 0; 1596 op->nrof = 0;
1708 } 1597 }
1709 1598
1710 /* Since we just removed op, op->above is null */ 1599 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above) 1600 for (tmp = above; tmp; tmp = tmp->above)
1712 if (tmp->type == PLAYER) 1601 if (tmp->type == PLAYER)
1713 { 1602 {
1714 if (op->nrof) 1603 if (op->nrof)
1715 esrv_send_item (tmp, op); 1604 esrv_send_item (tmp, op);
1716 else 1605 else
1720 1609
1721 if (op->nrof) 1610 if (op->nrof)
1722 return op; 1611 return op;
1723 else 1612 else
1724 { 1613 {
1725 free_object (op); 1614 op->destroy ();
1726 return NULL; 1615 return 0;
1727 } 1616 }
1728} 1617}
1729 1618
1730/* 1619/*
1731 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1733 */ 1622 */
1734
1735void 1623void
1736add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1737{ 1625{
1738 while (op != NULL) 1626 while (op != NULL)
1739 { 1627 {
1743 op->carrying += weight; 1631 op->carrying += weight;
1744 op = op->env; 1632 op = op->env;
1745 } 1633 }
1746} 1634}
1747 1635
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761
1762object * 1636object *
1763insert_ob_in_ob (object *op, object *where) 1637insert_ob_in_ob (object *op, object *where)
1764{ 1638{
1765 object * 1639 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1640 {
1779 char *dump = dump_object (op); 1641 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1643 free (dump);
1782 return op; 1644 return op;
1783 } 1645 }
1784 1646
1785 if (where->head) 1647 if (where->head_ () != where)
1786 { 1648 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1650 where = where->head;
1789 } 1651 }
1652
1653 return where->insert (op);
1654}
1655
1656/*
1657 * env->insert (op)
1658 * This function inserts the object op in the linked list
1659 * inside the object environment.
1660 *
1661 * The function returns now pointer to inserted item, and return value can
1662 * be != op, if items are merged. -Tero
1663 */
1664object *
1665object::insert (object *op)
1666{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1790 1669
1791 if (op->more) 1670 if (op->more)
1792 { 1671 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1673 return op;
1795 } 1674 }
1796 1675
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1799 if (op->nrof) 1679 if (op->nrof)
1800 { 1680 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1682 if (object::can_merge (tmp, op))
1803 { 1683 {
1804 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1685 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1808 * tmp->nrof, we need to increase the weight. 1688 * tmp->nrof, we need to increase the weight.
1809 */ 1689 */
1810 add_weight (where, op->weight * op->nrof); 1690 add_weight (this, op->weight * op->nrof);
1811 SET_FLAG (op, FLAG_REMOVED); 1691 SET_FLAG (op, FLAG_REMOVED);
1812 free_object (op); /* free the inserted object */ 1692 op->destroy (); /* free the inserted object */
1813 op = tmp; 1693 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1694 op->remove (); /* and fix old object's links */
1815 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break; 1696 break;
1817 } 1697 }
1818 1698
1819 /* I assume combined objects have no inventory 1699 /* I assume combined objects have no inventory
1820 * We add the weight - this object could have just been removed 1700 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract 1701 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do 1702 * the weight, so we need to add it in again, since we actually do
1823 * the linking below 1703 * the linking below
1824 */ 1704 */
1825 add_weight (where, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1826 } 1706 }
1827 else 1707 else
1828 add_weight (where, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1829 1709
1830 otmp = is_player_inv (where); 1710 if (object *otmp = this->in_player ())
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp); 1712 otmp->update_stats ();
1835 }
1836 1713
1714 op->owner = 0; // its his/hers now. period.
1837 op->map = NULL; 1715 op->map = 0;
1838 op->env = where; 1716 op->env = this;
1839 op->above = NULL; 1717 op->above = 0;
1840 op->below = NULL; 1718 op->below = 0;
1841 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1842 1720
1843 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1722 if (op->glow_radius && map)
1845 { 1723 {
1846#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map)) 1727 if (map->darkness)
1850 update_all_los (where->map, where->x, where->y); 1728 update_all_los (map, x, y);
1851 } 1729 }
1852 1730
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1854 * It sure simplifies this function... 1732 * It sure simplifies this function...
1855 */ 1733 */
1856 if (where->inv == NULL) 1734 if (!inv)
1857 where->inv = op; 1735 inv = op;
1858 else 1736 else
1859 { 1737 {
1860 op->below = where->inv; 1738 op->below = inv;
1861 op->below->above = op; 1739 op->below->above = op;
1862 where->inv = op; 1740 inv = op;
1863 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1864 return op; 1745 return op;
1865} 1746}
1866 1747
1867/* 1748/*
1868 * Checks if any objects has a move_type that matches objects 1749 * Checks if any objects has a move_type that matches objects
1882 * 1763 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1766 * on top.
1886 */ 1767 */
1887
1888int 1768int
1889check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1890{ 1770{
1891 object *tmp; 1771 object *tmp;
1892 maptile *m = op->map; 1772 maptile *m = op->map;
1919 1799
1920 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1922 */ 1802 */
1923 1803
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1925 { 1805 {
1926 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them. 1808 * we don't need to check all of them.
1929 */ 1809 */
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 { 1829 {
1950 1830
1951 float 1831 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1953 1833
1954 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0; 1837 diff /= 4.0;
1984/* 1864/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1988 */ 1868 */
1989
1990object * 1869object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1871{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1997 { 1873 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1875 return NULL;
2000 } 1876 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2002 if (tmp->arch == at) 1879 if (tmp->arch == at)
2003 return tmp; 1880 return tmp;
1881
2004 return NULL; 1882 return NULL;
2005} 1883}
2006 1884
2007/* 1885/*
2008 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2011 */ 1889 */
2012
2013object * 1890object *
2014present (unsigned char type, maptile *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
2015{ 1892{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
2020 { 1894 {
2021 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1896 return NULL;
2023 } 1897 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1900 if (tmp->type == type)
2026 return tmp; 1901 return tmp;
1902
2027 return NULL; 1903 return NULL;
2028} 1904}
2029 1905
2030/* 1906/*
2031 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2034 */ 1910 */
2035
2036object * 1911object *
2037present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
2038{ 1913{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1915 if (tmp->type == type)
2044 return tmp; 1916 return tmp;
1917
2045 return NULL; 1918 return NULL;
2046} 1919}
2047 1920
2048/* 1921/*
2049 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1933 * to be unique.
2061 */ 1934 */
2062
2063object * 1935object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1937{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1940 return tmp;
2073 } 1941
2074 return NULL; 1942 return 0;
2075} 1943}
2076 1944
2077/* 1945/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2081 */ 1949 */
2082
2083object * 1950object *
2084present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2085{ 1952{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 if (tmp->arch == at) 1954 if (tmp->arch == at)
2091 return tmp; 1955 return tmp;
1956
2092 return NULL; 1957 return NULL;
2093} 1958}
2094 1959
2095/* 1960/*
2096 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2097 */ 1962 */
2098void 1963void
2099flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2100{ 1965{
2101 object *
2102 tmp;
2103
2104 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 { 1967 {
2107 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
2109 } 1970 }
2110} /* 1971}
1972
1973/*
2111 * desactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
2112 */ 1975 */
2113void 1976void
2114unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
2115{ 1978{
2116 object *
2117 tmp;
2118
2119 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 { 1980 {
2122 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
2124 } 1983 }
2125}
2126
2127/*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134void
2135set_cheat (object *op)
2136{
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139} 1984}
2140 1985
2141/* 1986/*
2142 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
2145 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
2146 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
2147 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
2148 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
2149 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2150 * Note - this only checks to see if there is space for the head of the
2151 * object - if it is a multispace object, this should be called for all
2152 * pieces.
2153 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2154 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2155 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
2156 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 2002 * customized, changed states, etc.
2161 */ 2003 */
2162
2163int 2004int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 2006{
2166 int
2167 i,
2168 index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2008 int index = 0, flag;
2171 2009
2172 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2173 { 2011 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2175 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2176 altern[index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2177 2031
2178 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2185 */ 2039 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2187 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2188 } 2056 }
2057
2189 if (!index) 2058 if (!index)
2190 return -1; 2059 return -1;
2060
2191 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
2192} 2062}
2193 2063
2194/* 2064/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 2067 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2068 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 2069 */
2200
2201int 2070int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2072{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2075 return i;
2211 } 2076
2212 return -1; 2077 return -1;
2213} 2078}
2214 2079
2215/* 2080/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2081 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2082 * arr[begin..end-1].
2083 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2084 */
2219static void 2085static void
2220permute (int *arr, int begin, int end) 2086permute (int *arr, int begin, int end)
2221{ 2087{
2222 int 2088 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2089 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2090
2233 tmp = arr[i]; 2091 while (--end)
2234 arr[i] = arr[j]; 2092 swap (arr [end], arr [rndm (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2093}
2238 2094
2239/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2097 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2100 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2101 */
2246void 2102void
2247get_search_arr (int *search_arr) 2103get_search_arr (int *search_arr)
2248{ 2104{
2249 int 2105 int i;
2250 i;
2251 2106
2252 for (i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2108 search_arr[i] = i;
2255 }
2256 2109
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2110 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2111 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2112 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2113}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2122 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2123 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2124 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2125 * there is capable of.
2273 */ 2126 */
2274
2275int 2127int
2276find_dir (maptile *m, int x, int y, object *exclude) 2128find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2129{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2130 int i, max = SIZEOFFREE, mflags;
2281 2131
2282 sint16 nx, ny; 2132 sint16 nx, ny;
2283 object * 2133 object *tmp;
2284 tmp;
2285 maptile * 2134 maptile *mp;
2286 mp;
2287 2135
2288 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2289 2137
2290 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2291 { 2139 {
2292 exclude = exclude->head; 2140 exclude = exclude->head;
2293 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2294 } 2142 }
2295 else 2143 else
2303 mp = m; 2151 mp = m;
2304 nx = x + freearr_x[i]; 2152 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i]; 2153 ny = y + freearr_y[i];
2306 2154
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2156
2308 if (mflags & P_OUT_OF_MAP) 2157 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2158 max = maxfree[i];
2311 }
2312 else 2159 else
2313 { 2160 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2161 mapspace &ms = mp->at (nx, ny);
2162
2163 blocked = ms.move_block;
2315 2164
2316 if ((move_type & blocked) == move_type) 2165 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i]; 2166 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2321 { 2168 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2323 { 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2325 {
2326 break; 2172 break;
2327 } 2173
2328 }
2329 if (tmp) 2174 if (tmp)
2330 {
2331 return freedir[i]; 2175 return freedir[i];
2332 }
2333 } 2176 }
2334 } 2177 }
2335 } 2178 }
2179
2336 return 0; 2180 return 0;
2337} 2181}
2338 2182
2339/* 2183/*
2340 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2185 * distance between the two given objects.
2342 */ 2186 */
2343
2344int 2187int
2345distance (const object *ob1, const object *ob2) 2188distance (const object *ob1, const object *ob2)
2346{ 2189{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2190 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2191}
2353 2192
2354/* 2193/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2194 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2195 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2196 * object, needs to travel toward it.
2358 */ 2197 */
2359
2360int 2198int
2361find_dir_2 (int x, int y) 2199find_dir_2 (int x, int y)
2362{ 2200{
2363 int 2201 int q;
2364 q;
2365 2202
2366 if (y) 2203 if (y)
2367 q = x * 100 / y; 2204 q = x * 100 / y;
2368 else if (x) 2205 else if (x)
2369 q = -300 * x; 2206 q = -300 * x;
2394 2231
2395 return 3; 2232 return 3;
2396} 2233}
2397 2234
2398/* 2235/*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404int
2405absdir (int d)
2406{
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412}
2413
2414/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2417 */ 2238 */
2418
2419int 2239int
2420dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2421{ 2241{
2422 int 2242 int d;
2423 d;
2424 2243
2425 d = abs (dir1 - dir2); 2244 d = abs (dir1 - dir2);
2426 if (d > 4) 2245 if (d > 4)
2427 d = 8 - d; 2246 d = 8 - d;
2247
2428 return d; 2248 return d;
2429} 2249}
2430 2250
2431/* peterm: 2251/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2252 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2255 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2256 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2257 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2258 * functions.
2439 */ 2259 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2260int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2261 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2262 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2263 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2264 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2265 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2313 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2314 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2315 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2316 * Modified to be map tile aware -.MSW
2499 */ 2317 */
2500
2501
2502int 2318int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2319can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2320{
2505 sint16 dx, dy; 2321 sint16 dx, dy;
2506 int
2507 mflags; 2322 int mflags;
2508 2323
2509 if (dir < 0) 2324 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2325 return 0; /* exit condition: invalid direction */
2511 2326
2512 dx = x + freearr_x[dir]; 2327 dx = x + freearr_x[dir];
2525 return 0; 2340 return 0;
2526 2341
2527 /* yes, can see. */ 2342 /* yes, can see. */
2528 if (dir < 9) 2343 if (dir < 9)
2529 return 1; 2344 return 1;
2345
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2346 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2347 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2348 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2349}
2533
2534
2535 2350
2536/* 2351/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2352 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2353 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2354 * picked up, otherwise 0.
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do. 2357 * core dumps if they do.
2543 * 2358 *
2544 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */ 2360 */
2546
2547int 2361int
2548can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2549{ 2363{
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553} 2367}
2554 2368
2555
2556/* 2369/*
2557 * create clone from object to another 2370 * create clone from object to another
2558 */ 2371 */
2559object * 2372object *
2560object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2561{ 2374{
2562 object *
2563 dst = NULL, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2564 2376
2565 if (!asrc) 2377 if (!asrc)
2566 return NULL; 2378 return 0;
2567 src = asrc; 2379
2568 if (src->head)
2569 src = src->head; 2380 src = asrc->head_ ();
2570 2381
2571 prev = NULL; 2382 prev = 0;
2572 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2573 { 2384 {
2574 tmp = get_object (); 2385 tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x; 2386 tmp->x -= src->x;
2577 tmp->y -= src->y; 2387 tmp->y -= src->y;
2388
2578 if (!part->head) 2389 if (!part->head)
2579 { 2390 {
2580 dst = tmp; 2391 dst = tmp;
2581 tmp->head = NULL; 2392 tmp->head = 0;
2582 } 2393 }
2583 else 2394 else
2584 {
2585 tmp->head = dst; 2395 tmp->head = dst;
2586 } 2396
2587 tmp->more = NULL; 2397 tmp->more = 0;
2398
2588 if (prev) 2399 if (prev)
2589 prev->more = tmp; 2400 prev->more = tmp;
2401
2590 prev = tmp; 2402 prev = tmp;
2591 } 2403 }
2592 2404
2593 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2595 2407
2596 return dst; 2408 return dst;
2597}
2598
2599/* GROS - Creates an object using a string representing its content. */
2600/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */
2605
2606object *
2607load_object_str (const char *obstr)
2608{
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636} 2409}
2637 2410
2638/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2639 * has the same type and subtype match. 2412 * has the same type and subtype match.
2640 * returns NULL if no match. 2413 * returns NULL if no match.
2641 */ 2414 */
2642object * 2415object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2416find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2417{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2418 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2419 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2420 return tmp;
2650 2421
2651 return NULL; 2422 return 0;
2652} 2423}
2653 2424
2654/* If ob has a field named key, return the link from the list, 2425/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL. 2426 * otherwise return NULL.
2656 * 2427 *
2658 * do the desired thing. 2429 * do the desired thing.
2659 */ 2430 */
2660key_value * 2431key_value *
2661get_ob_key_link (const object *ob, const char *key) 2432get_ob_key_link (const object *ob, const char *key)
2662{ 2433{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next) 2434 for (key_value *link = ob->key_values; link; link = link->next)
2666 if (link->key == key) 2435 if (link->key == key)
2667 return link; 2436 return link;
2668 2437
2669 return NULL; 2438 return 0;
2670} 2439}
2671 2440
2672/* 2441/*
2673 * Returns the value of op has an extra_field for key, or NULL. 2442 * Returns the value of op has an extra_field for key, or NULL.
2674 * 2443 *
2699 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2700 return link->value; 2469 return link->value;
2701 2470
2702 return 0; 2471 return 0;
2703} 2472}
2704
2705 2473
2706/* 2474/*
2707 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2708 * 2476 *
2709 * canonical_key is a shared string (value doesn't have to be). 2477 * canonical_key is a shared string (value doesn't have to be).
2714 * Returns TRUE on success. 2482 * Returns TRUE on success.
2715 */ 2483 */
2716int 2484int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2486{
2719 key_value *
2720 field = NULL, *last = NULL; 2487 key_value *field = NULL, *last = NULL;
2721 2488
2722 for (field = op->key_values; field != NULL; field = field->next) 2489 for (field = op->key_values; field != NULL; field = field->next)
2723 { 2490 {
2724 if (field->key != canonical_key) 2491 if (field->key != canonical_key)
2725 { 2492 {
2734 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2735 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2736 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2737 * we get this value back again. 2504 * we get this value back again.
2738 */ 2505 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2740 field->value = 0; 2507 field->value = 0;
2741 else 2508 else
2742 { 2509 {
2743 if (last) 2510 if (last)
2744 last->next = field->next; 2511 last->next = field->next;
2753 /* IF we get here, key doesn't exist */ 2520 /* IF we get here, key doesn't exist */
2754 2521
2755 /* No field, we'll have to add it. */ 2522 /* No field, we'll have to add it. */
2756 2523
2757 if (!add_key) 2524 if (!add_key)
2758 {
2759 return FALSE; 2525 return FALSE;
2760 } 2526
2761 /* There isn't any good reason to store a null 2527 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has 2528 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't 2529 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings, 2530 * be here. If user wants to store empty strings,
2765 * should pass in "" 2531 * should pass in ""
2814 } 2580 }
2815 else 2581 else
2816 item = item->env; 2582 item = item->env;
2817} 2583}
2818 2584
2585const char *
2586object::flag_desc (char *desc, int len) const
2587{
2588 char *p = desc;
2589 bool first = true;
2590
2591 *p = 0;
2592
2593 for (int i = 0; i < NUM_FLAGS; i++)
2594 {
2595 if (len <= 10) // magic constant!
2596 {
2597 snprintf (p, len, ",...");
2598 break;
2599 }
2600
2601 if (flag [i])
2602 {
2603 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2604 len -= cnt;
2605 p += cnt;
2606 first = false;
2607 }
2608 }
2609
2610 return desc;
2611}
2612
2819// return a suitable string describing an objetc in enough detail to find it 2613// return a suitable string describing an object in enough detail to find it
2820const char * 2614const char *
2821object::debug_desc (char *info) const 2615object::debug_desc (char *info) const
2822{ 2616{
2617 char flagdesc[512];
2823 char info2[256 * 3]; 2618 char info2[256 * 4];
2824 char *p = info; 2619 char *p = info;
2825 2620
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2827 count, 2622 count,
2623 uuid.c_str (),
2828 &name, 2624 &name,
2829 title ? " " : "", 2625 title ? "\",title:\"" : "",
2830 title ? (const char *)title : ""); 2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2831 2628
2832 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2631
2835 if (map) 2632 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2634
2838 return info; 2635 return info;
2839} 2636}
2840 2637
2841const char * 2638const char *
2842object::debug_desc () const 2639object::debug_desc () const
2843{ 2640{
2844 static char info[256 * 3]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2845 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2846} 2645}
2847 2646
2647struct region *
2648object::region () const
2649{
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652}
2653
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void
2664object::open_container (object *new_container)
2665{
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674#if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679#endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695#if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703#endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764}
2765

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