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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.24 2006/09/10 16:00:23 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 26 variable. */
33#include <global.h> 27#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 28#include <stdio.h>
36# include <sys/types.h> 29#include <sys/types.h>
37# include <sys/uio.h> 30#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 31#include <object.h>
40#include <funcpoint.h> 32#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
43int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
44 40
45object *objects; /* Pointer to the list of used objects */
46object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
47 42
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 45};
57int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 55};
61 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 135static int
64compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
65{ 137{
66 key_value *wants_field; 138 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
71 */ 143 */
72 144
73 /* For each field in wants, */ 145 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 147 {
76 key_value *has_field; 148 key_value *has_field;
77 149
78 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
113 * 185 *
114 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
117 * 189 *
118 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
119 * 191 *
120 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
121 * check weight 193 * check weight
122 */ 194 */
123
124bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
125{ 196{
126 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
128 return 0; 203 return 0;
129 204
130 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 208 * used to store nrof).
136 */ 209 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 221
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 224
152 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 250 return 0;
184 251
185 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 253 * check all objects in the inventory.
187 */ 254 */
190 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 259 return 0;
193 260
194 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 263 return 0;
197 264
198 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 266 * if it is valid.
200 */ 267 */
209 276
210 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
212 * check? 279 * check?
213 */ 280 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 282 return 0;
216 283
217 switch (ob1->type) 284 switch (ob1->type)
218 { 285 {
219 case SCROLL: 286 case SCROLL:
220 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
221 return 0; 288 return 0;
222 break; 289 break;
223 } 290 }
224 291
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 293 {
227 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
249/* 316/*
250 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
253 */ 320 */
254signed long 321long
255sum_weight (object *op) 322sum_weight (object *op)
256{ 323{
257 signed long sum; 324 long sum;
258 object *inv; 325 object *inv;
259 326
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 328 {
262 if (inv->inv) 329 if (inv->inv)
263 sum_weight (inv); 330 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 332 }
333
266 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
268 if (op->carrying != sum) 337 if (op->carrying != sum)
269 op->carrying = sum; 338 op->carrying = sum;
339
270 return sum; 340 return sum;
271} 341}
272 342
273/** 343/**
274 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
281 op = op->env; 351 op = op->env;
282 return op; 352 return op;
283} 353}
284 354
285/* 355/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 357 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
304 */ 359 */
305 360
306void 361char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 362dump_object (object *op)
362{ 363{
363 if (op == NULL) 364 if (!op)
364 { 365 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 366
372void 367 object_freezer freezer;
373dump_all_objects (void) 368 save_object (freezer, op, 1);
374{ 369 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 370}
383 371
384/* 372/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
406 */ 394 */
407 395
408object * 396object *
409find_object (tag_t i) 397find_object (tag_t i)
410{ 398{
411 object *op; 399 for (object *op = object::first; op; op = op->next)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 400 if (op->count == i)
415 break; 401 return op;
402
416 return op; 403 return 0;
417} 404}
418 405
419/* 406/*
420 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
423 */ 410 */
424 411
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 433 * skill and experience objects.
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
500 owner = owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 451 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512
513}
514
515/* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 {
532 /* players don't have owners - they own themselves. Update
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return;
539 }
540 set_owner (op, owner);
541
542} 452}
543 453
544/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links. 455 * refcounts and freeing the links.
546 */ 456 */
556 } 466 }
557 467
558 op->key_values = 0; 468 op->key_values = 0;
559} 469}
560 470
561void object::clear ()
562{
563 attachable_base::clear ();
564
565 free_key_values (this);
566
567 name = 0;
568 name_pl = 0;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/* 471/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
626 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
627 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
630 * will point at garbage. 477 * will point at garbage.
631 */ 478 */
632
633void 479void
634copy_object (object *op2, object *op) 480object::copy_to (object *dst)
635{ 481{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
638 484
639 op2->clone (op); 485 *(object_copy *)dst = *this;
640 486
641 if (is_freed) 487 if (is_freed)
642 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
643 if (is_removed) 490 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
645 492
646 if (op2->speed < 0) 493 if (speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
648 495
649 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
650 if (op2->key_values) 497 if (key_values)
651 { 498 {
652 key_value *tail = 0; 499 key_value *tail = 0;
653 key_value *i; 500 key_value *i;
654 501
655 op->key_values = 0; 502 dst->key_values = 0;
656 503
657 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
658 { 505 {
659 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
660 507
661 new_link->next = 0; 508 new_link->next = 0;
662 new_link->key = i->key; 509 new_link->key = i->key;
663 new_link->value = i->value; 510 new_link->value = i->value;
664 511
665 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
666 if (!op->key_values) 513 if (!dst->key_values)
667 { 514 {
668 op->key_values = new_link; 515 dst->key_values = new_link;
669 tail = new_link; 516 tail = new_link;
670 } 517 }
671 else 518 else
672 { 519 {
673 tail->next = new_link; 520 tail->next = new_link;
674 tail = new_link; 521 tail = new_link;
675 } 522 }
676 } 523 }
677 } 524 }
678 525
679 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
680} 535}
681 536
682/* 537/*
683 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
684 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
685 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
686 */ 541 */
687
688void 542void
689update_turn_face (object *op) 543update_turn_face (object *op)
690{ 544{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
692 return; 546 return;
547
693 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
695} 550}
696 551
697/* 552/*
698 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
699 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
700 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
701 */ 556 */
702
703void 557void
704update_ob_speed (object *op) 558object::set_speed (float speed)
705{ 559{
706 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 { 561 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0; 563 speed = 0;
719#endif
720 }
721 if (arch_init)
722 { 564 }
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730 565
731 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
732 * of the list. */ 567
733 op->active_next = active_objects; 568 if (has_active_speed ())
734 if (op->active_next != NULL) 569 activate ();
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 570 else
739 { 571 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 572}
760 573
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 574/*
793 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...) 578 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
798 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
800 * 582 *
801 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 584 * current action are:
807 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
812 */ 590 */
813
814void 591void
815update_object (object *op, int action) 592update_object (object *op, int action)
816{ 593{
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
819 595
820 if (op == NULL) 596 if (op == NULL)
821 { 597 {
822 /* this should never happen */ 598 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return; 600 return;
825 } 601 }
826 602
827 if (op->env != NULL) 603 if (op->env)
828 { 604 {
829 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
830 * to do in this case. 606 * to do in this case.
831 */ 607 */
832 return; 608 return;
837 */ 613 */
838 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return; 615 return;
840 616
841 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
842 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
843 { 619 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 621#ifdef MANY_CORES
846 abort (); 622 abort ();
847#endif 623#endif
848 return; 624 return;
849 } 625 }
850 626
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
858 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
859 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
865 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now. 644 * to have move_allow right now.
883 */ 645 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 648 m.flags_ = 0;
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 649 }
890 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 652 * that is being removed.
893 */ 653 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 655 m.flags_ = 0;
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
901 }
902 else 658 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 660
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL) 661 if (op->more)
914 update_object (op->more, action); 662 update_object (op->more, action);
915} 663}
916 664
917static 665object *object::first;
918std::vector < object *>
919 mortals;
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928}
929 666
930object::object () 667object::object ()
931{ 668{
932 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
933 670
934 expmul = 1.0; 671 expmul = 1.0;
935 face = blank_face; 672 face = blank_face;
936 attacked_by_count = -1;
937} 673}
938 674
939object::~object () 675object::~object ()
940{ 676{
941 free_key_values (this); 677 free_key_values (this);
942} 678}
943 679
944void object::link () 680void object::link ()
945{ 681{
946 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
947 684
948 prev = 0; 685 prev = 0;
949 next = objects; 686 next = object::first;
950 687
951 if (objects) 688 if (object::first)
952 objects->prev = this; 689 object::first->prev = this;
953 690
954 objects = this; 691 object::first = this;
955} 692}
956 693
957void object::unlink () 694void object::unlink ()
958{ 695{
959 count = 0; 696 if (this == object::first)
697 object::first = next;
960 698
961 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next; 700 if (prev) prev->next = next;
964 if (next)
965 next->prev = prev; 701 if (next) next->prev = prev;
966 if (this == objects) 702
967 objects = next; 703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
968} 829}
969 830
970object *object::create () 831object *object::create ()
971{ 832{
972 object *
973 op = new object; 833 object *op = new object;
974
975 op->link (); 834 op->link ();
976 return op; 835 return op;
977} 836}
978 837
979/* 838void
980 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 840{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 841 if (flag [FLAG_IS_LINKED])
992 { 842 remove_button_link (this);
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995#ifdef MANY_CORES
996 abort ();
997#endif
998 }
999 843
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 if (flag [FLAG_FRIENDLY])
1001 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 remove_friendly_object (this); 845 remove_friendly_object (this);
1004 }
1005 846
1006 if (QUERY_FLAG (this, FLAG_FREED)) 847 if (!flag [FLAG_REMOVED])
1007 { 848 remove ();
1008 dump_object (this); 849
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 850 if (flag [FLAG_FREED])
1010 return; 851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
1011 } 876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
1012 884
1013 if (more) 885 if (more)
1014 { 886 {
1015 more->free (free_inventory); 887 more->destroy ();
1016 more = 0; 888 more = 0;
1017 } 889 }
1018 890
1019 if (inv) 891 // clear those pointers that likely might have circular references to us
1020 { 892 owner = 0;
1021 /* Only if the space blocks everything do we not process - 893 enemy = 0;
1022 * if some form of movement is allowed, let objects 894 attacked_by = 0;
1023 * drop on that space.
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029 895
1030 while (op) 896 // only relevant for players(?), but make sure of it anyways
1031 { 897 contr = 0;
1032 object * 898}
1033 tmp = op->below;
1034 899
1035 remove_ob (op); 900void
1036 op->free (free_inventory); 901object::destroy (bool destroy_inventory)
1037 op = tmp; 902{
1038 } 903 if (destroyed ())
1039 } 904 return;
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044 905
1045 while (op) 906 if (destroy_inventory)
1046 { 907 destroy_inv (false);
1047 object *
1048 tmp = op->below;
1049 908
1050 remove_ob (op); 909 attachable::destroy ();
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0;
1069 update_ob_speed (this);
1070
1071 unlink ();
1072
1073 SET_FLAG (this, FLAG_FREED);
1074
1075 mortals.push_back (this);
1076} 910}
1077 911
1078/* 912/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1081 */ 915 */
1082
1083void 916void
1084sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1085{ 918{
1086 while (op != NULL) 919 while (op != NULL)
1087 { 920 {
1088 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 } 923
1092 op->carrying -= weight; 924 op->carrying -= weight;
1093 op = op->env; 925 op = op->env;
1094 } 926 }
1095} 927}
1096 928
1097/* remove_ob(op): 929/* op->remove ():
1098 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1099 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 934 * the previous environment.
1103 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1104 */ 936 */
1105
1106void 937void
1107remove_ob (object *op) 938object::remove ()
1108{ 939{
940 object *tmp, *last = 0;
1109 object * 941 object *otmp;
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 942
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 944 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 945
1130 /* Changed it to always dump core in this case. As has been learned
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
948
949 if (more)
950 more->remove ();
1146 951
1147 /* 952 /*
1148 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1149 * inventory. 954 * inventory.
1150 */ 955 */
1151 if (op->env != NULL) 956 if (env)
1152 { 957 {
1153 if (op->nrof) 958 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1155 else 960 else
1156 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1157 962
1158 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 965 * to save cpu time.
1161 */ 966 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 968 otmp->update_stats ();
1164 969
1165 if (op->above != NULL) 970 if (above)
1166 op->above->below = op->below; 971 above->below = below;
1167 else 972 else
1168 op->env->inv = op->below; 973 env->inv = below;
1169 974
1170 if (op->below != NULL) 975 if (below)
1171 op->below->above = op->above; 976 below->above = above;
1172 977
1173 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1176 */ 981 */
1177 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1178 op->map = op->env->map; 983 map = env->map;
1179 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1180 op->env = NULL; 985 env = 0;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 { 986 }
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 987 else if (map)
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 } 988 {
1202 if (op->map != m) 989 if (type == PLAYER)
1203 { 990 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 991 --map->players;
1205 op->map->path, m->path, op->x, op->y, x, y); 992 map->touch ();
1206 } 993 }
1207 994
1208 /* Re did the following section of code - it looks like it had 995 map->dirty = true;
1209 * lots of logic for things we no longer care about
1210 */
1211 996
1212 /* link the object above us */ 997 /* link the object above us */
1213 if (op->above) 998 if (above)
1214 op->above->below = op->below; 999 above->below = below;
1215 else 1000 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1217 1002
1218 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1219 if (op->below) 1004 if (below)
1220 {
1221 op->below->above = op->above; 1005 below->above = above;
1222 }
1223 else 1006 else
1224 { 1007 {
1225 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1227 * evident 1010 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 {
1231 dump_object (op);
1232 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1233 errmsg);
1234 dump_object (GET_MAP_OB (m, x, y));
1235 LOG (llevError, "%s\n", errmsg);
1236 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241
1242 if (op->map->in_memory == MAP_SAVING)
1243 return;
1244
1245 tag = op->count;
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1249 /* No point updating the players look faces if he is the object
1250 * being removed.
1251 */
1252
1253 if (tmp->type == PLAYER && tmp != op)
1254 {
1255 /* If a container that the player is currently using somehow gets
1256 * removed (most likely destroyed), update the player view
1257 * appropriately.
1258 */ 1011 */
1259 if (tmp->container == op) 1012 if (GET_MAP_OB (map, x, y) != this)
1260 { 1013 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1014 char *dump = dump_object (this);
1262 tmp->container = NULL; 1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1263 } 1021 }
1264 tmp->contr->socket.update_look = 1; 1022
1265 } 1023 map->at (x, y).bot = above; /* goes on above it. */
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 { 1024 }
1269 1025
1270 move_apply (tmp, op, NULL); 1026 above = 0;
1271 if (was_destroyed (op, tag)) 1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1030 return;
1031
1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1033
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1035 {
1036 /* No point updating the players look faces if he is the object
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1272 { 1041 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1042 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view
1044 * appropriately.
1045 */
1046 if (tmp->container == this)
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1274 } 1054 }
1055
1056 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1060 {
1061 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1275 } 1065 }
1276 1066
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1279 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1280 tmp->above = NULL; 1070 tmp->above = 0;
1071
1281 last = tmp; 1072 last = tmp;
1282 } 1073 }
1074
1283 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1076 //TODO: this makes little sense, why only update the topmost object?
1285 { 1077 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = 0;
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1079 else
1295 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1296 1081
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1299 1084 }
1300} 1085}
1301 1086
1302/* 1087/*
1303 * merge_ob(op,top): 1088 * merge_ob(op,top):
1304 * 1089 *
1305 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1091 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1094 */
1310
1311object * 1095object *
1312merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1313{ 1097{
1314 if (!op->nrof) 1098 if (!op->nrof)
1315 return 0; 1099 return 0;
1316 if (top == NULL) 1100
1101 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1318 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1319 { 1106 {
1320 if (top == op) 1107 if (top == op)
1321 continue; 1108 continue;
1322 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1323 { 1111 {
1324 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1325 1113
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1116 op->destroy ();
1329 free_object (op);
1330 return top; 1117 return top;
1331 } 1118 }
1332 } 1119 }
1120
1333 return NULL; 1121 return 0;
1334} 1122}
1335 1123
1336/* 1124/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1339 */ 1127 */
1340object * 1128object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1130{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1132 {
1350 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1352 } 1135 }
1136
1353 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1354} 1138}
1355 1139
1356/* 1140/*
1357 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1155 * Return value:
1372 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1158 * just 'op' otherwise
1375 */ 1159 */
1376
1377object * 1160object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1162{
1380 object * 1163 object *tmp, *top, *floor = NULL;
1381 tmp, * 1164 sint16 x, y;
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1165
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1389 { 1167 {
1390 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL; 1169 return NULL;
1392 } 1170 }
1393 if (m == NULL) 1171
1172 if (!m)
1394 { 1173 {
1395 dump_object (op); 1174 char *dump = dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1397 return op; 1177 return op;
1398 } 1178 }
1179
1399 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1400 { 1181 {
1401 dump_object (op); 1182 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1184#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1187 * improperly inserted.
1407 */ 1188 */
1408 abort (); 1189 abort ();
1409#endif 1190#endif
1191 free (dump);
1410 return op; 1192 return op;
1411 } 1193 }
1194
1412 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 { 1196 {
1414 dump_object (op); 1197 char *dump = dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1416 return op; 1200 return op;
1417 } 1201 }
1202
1418 if (op->more != NULL) 1203 if (op->more)
1419 { 1204 {
1420 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1421 1206
1422 object *
1423 more = op->more; 1207 object *more = op->more;
1424 1208
1425 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalize it.
1429 */ 1213 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map) 1216 else if (!more->map)
1435 { 1217 {
1436 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1438 */ 1220 */
1441 1223
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 { 1225 {
1444 if (!op->head) 1226 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1446 return NULL; 1229 return 0;
1447 } 1230 }
1448 } 1231 }
1232
1449 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1234
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1235 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1237 * need extra work
1457 y = op->y; 1241 y = op->y;
1458 1242
1459 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1460 */ 1244 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1465 { 1248 {
1466 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1250 tmp->destroy ();
1468 free_object (tmp);
1469 } 1251 }
1470 }
1471 1252
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1258
1477 if (flag & INS_BELOW_ORIGINATOR) 1259 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1260 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1262 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1264 abort ();
1483 } 1265 }
1266
1484 op->above = originator; 1267 op->above = originator;
1485 op->below = originator->below; 1268 op->below = originator->below;
1269
1486 if (op->below) 1270 if (op->below)
1487 op->below->above = op; 1271 op->below->above = op;
1488 else 1272 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1274
1490 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1491 originator->below = op; 1276 originator->below = op;
1492 } 1277 }
1493 else 1278 else
1494 { 1279 {
1495 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497 { 1282 {
1498 object * 1283 object *last = 0;
1499 last = NULL;
1500 1284
1501 /* 1285 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1512 */ 1296 */
1513
1514 while (top != NULL) 1297 while (top)
1515 { 1298 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1300 floor = top;
1301
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 { 1303 {
1520 /* We insert above top, so we want this object below this */ 1304 /* We insert above top, so we want this object below this */
1521 top = top->below; 1305 top = top->below;
1522 break; 1306 break;
1523 } 1307 }
1308
1524 last = top; 1309 last = top;
1525 top = top->above; 1310 top = top->above;
1526 } 1311 }
1312
1527 /* Don't want top to be NULL, so set it to the last valid object */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last; 1314 top = last;
1529 1315
1530 /* We let update_position deal with figuring out what the space 1316 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1317 * looks like instead of lots of conditions here.
1537 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1325 * stacking is a bit odd.
1540 */ 1326 */
1541 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543 { 1329 {
1544 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1332 break;
1547 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1551 */ 1337 */
1552 if (last && last->below && last != floor) 1338 if (last && last->below && last != floor)
1553 top = last->below; 1339 top = last->below;
1554 } 1340 }
1555 } /* If objects on this space */ 1341 } /* If objects on this space */
1342
1556 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1347 top = floor;
1560 1348
1561 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1562 */ 1350 */
1563 1351
1564 /* First object on this space */ 1352 /* First object on this space */
1565 if (!top) 1353 if (!top)
1566 { 1354 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1568 if (op->above) 1357 if (op->above)
1569 op->above->below = op; 1358 op->above->below = op;
1359
1570 op->below = NULL; 1360 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1572 } 1362 }
1573 else 1363 else
1574 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1575 op->above = top->above; 1365 op->above = top->above;
1366
1576 if (op->above) 1367 if (op->above)
1577 op->above->below = op; 1368 op->above->below = op;
1369
1578 op->below = top; 1370 op->below = top;
1579 top->above = op; 1371 top->above = op;
1580 } 1372 }
1373
1581 if (op->above == NULL) 1374 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1584 1377
1585 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1586 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1587 1386
1588 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1589 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1590 */ 1389 */
1591 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1593 { 1392 if (pl->contr->ns)
1594 if (tmp->type == PLAYER) 1393 pl->contr->ns->floorbox_update ();
1595 tmp->contr->socket.update_look = 1;
1596 }
1597 1394
1598 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1402 * of effect may be sufficient.
1606 */ 1403 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1609
1610 1406
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1613 1409
1410 INVOKE_OBJECT (INSERT, op);
1614 1411
1615 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1617 * 1414 *
1618 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1418 * update_object().
1622 */ 1419 */
1623 1420
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 { 1423 {
1628 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1629 return NULL; 1425 return 0;
1630 1426
1631 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1632 * walk on's. 1428 * walk on's.
1633 */ 1429 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1636 return NULL; 1432 return 0;
1637 } 1433 }
1434
1638 return op; 1435 return op;
1639} 1436}
1640 1437
1641/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1644 */ 1441 */
1645void 1442void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1444{
1648 object * 1445 object *tmp, *tmp1;
1649 tmp;
1650 object *
1651 tmp1;
1652 1446
1653 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1654 1448
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 { 1451 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1452
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1665
1666 1454
1667 tmp1->x = op->x; 1455 tmp1->x = op->x;
1668 tmp1->y = op->y; 1456 tmp1->y = op->y;
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1670} 1464}
1671 1465
1672/* 1466/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1471 * global static errmsg array.
1678 */ 1472 */
1679
1680object * 1473object *
1681get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1682{ 1475{
1683 object * 1476 object *newob;
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687 1478
1688 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1689 { 1480 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL; 1482 return NULL;
1692 } 1483 }
1484
1693 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1694 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1695 { 1488 orig_ob->destroy (1);
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed) 1489 else if (!is_removed)
1701 { 1490 {
1702 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1706 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL; 1497 return NULL;
1709 } 1498 }
1710 } 1499 }
1500
1711 newob->nrof = nr; 1501 newob->nrof = nr;
1712 1502
1713 return newob; 1503 return newob;
1714} 1504}
1715 1505
1722 */ 1512 */
1723 1513
1724object * 1514object *
1725decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1726{ 1516{
1727 object * 1517 object *tmp;
1728 tmp;
1729 player *
1730 pl;
1731 1518
1732 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1733 return op; 1520 return op;
1734 1521
1735 if (i > op->nrof) 1522 if (i > op->nrof)
1736 i = op->nrof; 1523 i = op->nrof;
1737 1524
1738 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i; 1526 op->nrof -= i;
1741 }
1742 else if (op->env != NULL) 1527 else if (op->env)
1743 { 1528 {
1744 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1745 * therein? 1530 * therein?
1746 */ 1531 */
1747 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1748 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player. 1537 * and then searching the map for a player.
1753 */ 1538 */
1754 if (!tmp) 1539 if (!tmp)
1755 { 1540 for_all_players (pl)
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1758 break; 1544 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 } 1545 }
1764 1546
1765 if (i < op->nrof) 1547 if (i < op->nrof)
1766 { 1548 {
1767 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i; 1550 op->nrof -= i;
1769 if (tmp) 1551 if (tmp)
1770 {
1771 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1772 }
1773 } 1553 }
1774 else 1554 else
1775 { 1555 {
1776 remove_ob (op); 1556 op->remove ();
1777 op->nrof = 0; 1557 op->nrof = 0;
1778 if (tmp) 1558 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1781 }
1782 } 1560 }
1783 } 1561 }
1784 else 1562 else
1785 { 1563 {
1786 object *
1787 above = op->above; 1564 object *above = op->above;
1788 1565
1789 if (i < op->nrof) 1566 if (i < op->nrof)
1790 {
1791 op->nrof -= i; 1567 op->nrof -= i;
1792 }
1793 else 1568 else
1794 { 1569 {
1795 remove_ob (op); 1570 op->remove ();
1796 op->nrof = 0; 1571 op->nrof = 0;
1797 } 1572 }
1573
1798 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1800 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1801 { 1577 {
1802 if (op->nrof) 1578 if (op->nrof)
1803 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1804 else 1580 else
1805 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1806 } 1582 }
1807 } 1583 }
1808 1584
1809 if (op->nrof) 1585 if (op->nrof)
1810 {
1811 return op; 1586 return op;
1812 }
1813 else 1587 else
1814 { 1588 {
1815 free_object (op); 1589 op->destroy ();
1816 return NULL; 1590 return 0;
1817 } 1591 }
1818} 1592}
1819 1593
1820/* 1594/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1826add_weight (object *op, signed long weight) 1600add_weight (object *op, signed long weight)
1827{ 1601{
1828 while (op != NULL) 1602 while (op != NULL)
1829 { 1603 {
1830 if (op->type == CONTAINER) 1604 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 } 1606
1834 op->carrying += weight; 1607 op->carrying += weight;
1835 op = op->env; 1608 op = op->env;
1836 } 1609 }
1837} 1610}
1838 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1839/* 1632/*
1840 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1841 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1842 * inside the object environment. 1635 * inside the object environment.
1843 * 1636 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1851 */ 1639 */
1852 1640
1853object * 1641object *
1854insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1855{ 1643{
1856 object * 1644 object *tmp, *otmp;
1857 tmp, *
1858 otmp;
1859 1645
1860 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 { 1647 op->remove ();
1862 dump_object (op); 1648
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1649 if (op->more)
1878 { 1650 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1652 return op;
1881 } 1653 }
1654
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1884 if (op->nrof) 1657 if (op->nrof)
1885 { 1658 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1888 { 1661 {
1889 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1663 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1894 */ 1667 */
1895 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1898 op = tmp; 1671 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break; 1674 break;
1902 } 1675 }
1903 1676
1904 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1908 * the linking below 1681 * the linking below
1909 */ 1682 */
1910 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1911 } 1684 }
1912 else 1685 else
1913 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1914 1687
1915 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1916 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp); 1691 otmp->update_stats ();
1920 }
1921 1692
1922 op->map = NULL; 1693 op->map = 0;
1923 op->env = where; 1694 op->env = this;
1924 op->above = NULL; 1695 op->above = 0;
1925 op->below = NULL; 1696 op->below = 0;
1926 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1927 1698
1928 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1930 { 1701 {
1931#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1935 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1936 } 1707 }
1937 1708
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1939 * It sure simplifies this function... 1710 * It sure simplifies this function...
1940 */ 1711 */
1941 if (where->inv == NULL) 1712 if (!inv)
1942 where->inv = op; 1713 inv = op;
1943 else 1714 else
1944 { 1715 {
1945 op->below = where->inv; 1716 op->below = inv;
1946 op->below->above = op; 1717 op->below->above = op;
1947 where->inv = op; 1718 inv = op;
1948 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1949 return op; 1723 return op;
1950} 1724}
1951 1725
1952/* 1726/*
1953 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1967 * 1741 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1744 * on top.
1971 */ 1745 */
1972
1973int 1746int
1974check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1975{ 1748{
1976 object * 1749 object *tmp;
1977 tmp; 1750 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1984 MoveType 1752
1985 move_on, 1753 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1754
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1756 return 0;
1991
1992 tag = op->count;
1993 1757
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1761
2013 1777
2014 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2016 */ 1780 */
2017 1781
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2019 { 1783 {
2020 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1786 * we don't need to check all of them.
2023 */ 1787 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1789 break;
2026 } 1790 }
1791
2027 for (; tmp != NULL; tmp = tmp->below) 1792 for (; tmp; tmp = tmp->below)
2028 { 1793 {
2029 if (tmp == op) 1794 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
2031 1796
2032 /* Check to see if one of the movement types should be slowed down. 1797 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1807 {
2043 1808
2044 float 1809 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
2048 if (op->type == PLAYER) 1812 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1815 diff /= 4.0;
2054 } 1816
2055 }
2056 op->speed_left -= diff; 1817 op->speed_left -= diff;
2057 } 1818 }
2058 } 1819 }
2059 1820
2060 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1824 {
2064
2065 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
2066 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2067 return 1; 1828 return 1;
2068 1829
2069 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2072 */ 1833 */
2073 if (op->map != m || op->x != x || op->y != y) 1834 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1835 return 0;
2075 } 1836 }
2076 } 1837 }
1838
2077 return 0; 1839 return 0;
2078} 1840}
2079 1841
2080/* 1842/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2084 */ 1846 */
2085
2086object * 1847object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1849{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1850 if (m == NULL || out_of_map (m, x, y))
2093 { 1851 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1853 return NULL;
2096 } 1854 }
1855
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2098 if (tmp->arch == at) 1857 if (tmp->arch == at)
2099 return tmp; 1858 return tmp;
1859
2100 return NULL; 1860 return NULL;
2101} 1861}
2102 1862
2103/* 1863/*
2104 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2107 */ 1867 */
2108
2109object * 1868object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2111{ 1870{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2116 { 1872 {
2117 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1874 return NULL;
2119 } 1875 }
1876
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2121 if (tmp->type == type) 1878 if (tmp->type == type)
2122 return tmp; 1879 return tmp;
1880
2123 return NULL; 1881 return NULL;
2124} 1882}
2125 1883
2126/* 1884/*
2127 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2130 */ 1888 */
2131
2132object * 1889object *
2133present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2134{ 1891{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1893 if (tmp->type == type)
2140 return tmp; 1894 return tmp;
1895
2141 return NULL; 1896 return NULL;
2142} 1897}
2143 1898
2144/* 1899/*
2145 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1911 * to be unique.
2157 */ 1912 */
2158
2159object * 1913object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1915{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1918 return tmp;
2169 } 1919
2170 return NULL; 1920 return 0;
2171} 1921}
2172 1922
2173/* 1923/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2177 */ 1927 */
2178
2179object * 1928object *
2180present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2181{ 1930{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1932 if (tmp->arch == at)
2187 return tmp; 1933 return tmp;
1934
2188 return NULL; 1935 return NULL;
2189} 1936}
2190 1937
2191/* 1938/*
2192 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2193 */ 1940 */
2194void 1941void
2195flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2196{ 1943{
2197 object *
2198 tmp;
2199
2200 if (op->inv) 1944 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 { 1946 {
2203 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2205 } 1949 }
2206} /* 1950}
1951
1952/*
2207 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2208 */ 1954 */
2209void 1955void
2210unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2211{ 1957{
2212 object *
2213 tmp;
2214
2215 if (op->inv) 1958 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 { 1960 {
2218 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2220 } 1963 }
2221} 1964}
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2228 */ 1971 */
2229
2230void 1972void
2231set_cheat (object *op) 1973set_cheat (object *op)
2232{ 1974{
2233 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 1998 * customized, changed states, etc.
2257 */ 1999 */
2258
2259int 2000int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 2002{
2262 int
2263 i,
2264 index = 0, flag; 2003 int index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2267 2005
2268 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2269 { 2007 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271 if (!flag) 2009 if (!flag)
2272 altern[index++] = i; 2010 altern [index++] = i;
2273 2011
2274 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2281 */ 2019 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i]; 2021 stop = maxfree[i];
2284 } 2022 }
2023
2285 if (!index) 2024 if (!index)
2286 return -1; 2025 return -1;
2026
2287 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2288} 2028}
2289 2029
2290/* 2030/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 2035 */
2296
2297int 2036int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2038{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2041 return i;
2307 } 2042
2308 return -1; 2043 return -1;
2309} 2044}
2310 2045
2311/* 2046/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2050 */
2315static void 2051static void
2316permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2317{ 2053{
2318 int 2054 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2055 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2056
2329 tmp = arr[i]; 2057 while (--end)
2330 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2059}
2334 2060
2335/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2340 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2067 */
2342void 2068void
2343get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2344{ 2070{
2345 int 2071 int i;
2346 i;
2347 2072
2348 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2074 search_arr[i] = i;
2351 }
2352 2075
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2079}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2091 * there is capable of.
2369 */ 2092 */
2370
2371int 2093int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2095{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2377 sint16 2097
2378 nx, 2098 sint16 nx, ny;
2379 ny;
2380 object * 2099 object *tmp;
2381 tmp; 2100 maptile *mp;
2382 mapstruct * 2101
2383 mp; 2102 MoveType blocked, move_type;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2103
2388 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2389 { 2105 {
2390 exclude = exclude->head; 2106 exclude = exclude->head;
2391 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2401 mp = m; 2117 mp = m;
2402 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2404 2120
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2406 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2124 max = maxfree[i];
2409 }
2410 else 2125 else
2411 { 2126 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2413 2130
2414 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2132 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2419 { 2134 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2138 break;
2425 } 2139
2426 }
2427 if (tmp) 2140 if (tmp)
2428 {
2429 return freedir[i]; 2141 return freedir[i];
2430 }
2431 } 2142 }
2432 } 2143 }
2433 } 2144 }
2145
2434 return 0; 2146 return 0;
2435} 2147}
2436 2148
2437/* 2149/*
2438 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2151 * distance between the two given objects.
2440 */ 2152 */
2441
2442int 2153int
2443distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2444{ 2155{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2157}
2451 2158
2452/* 2159/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2456 */ 2163 */
2457
2458int 2164int
2459find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2460{ 2166{
2461 int 2167 int q;
2462 q;
2463 2168
2464 if (y) 2169 if (y)
2465 q = x * 100 / y; 2170 q = x * 100 / y;
2466 else if (x) 2171 else if (x)
2467 q = -300 * x; 2172 q = -300 * x;
2502int 2207int
2503absdir (int d) 2208absdir (int d)
2504{ 2209{
2505 while (d < 1) 2210 while (d < 1)
2506 d += 8; 2211 d += 8;
2212
2507 while (d > 8) 2213 while (d > 8)
2508 d -= 8; 2214 d -= 8;
2215
2509 return d; 2216 return d;
2510} 2217}
2511 2218
2512/* 2219/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2222 */
2516 2223
2517int 2224int
2518dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2519{ 2226{
2520 int 2227 int d;
2521 d;
2522 2228
2523 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2524 if (d > 4) 2230 if (d > 4)
2525 d = 8 - d; 2231 d = 8 - d;
2232
2526 return d; 2233 return d;
2527} 2234}
2528 2235
2529/* peterm: 2236/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2243 * functions.
2537 */ 2244 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2300 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2597 */ 2302 */
2598
2599
2600int 2303int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2305{
2603 sint16 2306 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2307 int mflags;
2608 2308
2609 if (dir < 0) 2309 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2611 2311
2612 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2625 return 0; 2325 return 0;
2626 2326
2627 /* yes, can see. */ 2327 /* yes, can see. */
2628 if (dir < 9) 2328 if (dir < 9)
2629 return 1; 2329 return 1;
2330
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2334}
2633
2634
2635 2335
2636/* 2336/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2353}
2654 2354
2655
2656/* 2355/*
2657 * create clone from object to another 2356 * create clone from object to another
2658 */ 2357 */
2659object * 2358object *
2660object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2661{ 2360{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2362
2665 if (!asrc) 2363 if (!asrc)
2666 return NULL; 2364 return 0;
2365
2667 src = asrc; 2366 src = asrc;
2668 if (src->head) 2367 if (src->head)
2669 src = src->head; 2368 src = src->head;
2670 2369
2671 prev = NULL; 2370 prev = 0;
2672 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2673 { 2372 {
2674 tmp = get_object (); 2373 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2374 tmp->x -= src->x;
2677 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2678 if (!part->head) 2377 if (!part->head)
2679 { 2378 {
2680 dst = tmp; 2379 dst = tmp;
2681 tmp->head = NULL; 2380 tmp->head = 0;
2682 } 2381 }
2683 else 2382 else
2684 {
2685 tmp->head = dst; 2383 tmp->head = dst;
2686 } 2384
2687 tmp->more = NULL; 2385 tmp->more = 0;
2386
2688 if (prev) 2387 if (prev)
2689 prev->more = tmp; 2388 prev->more = tmp;
2389
2690 prev = tmp; 2390 prev = tmp;
2691 } 2391 }
2692 2392
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2395
2699 return dst; 2396 return dst;
2700} 2397}
2701 2398
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2405object *
2724load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2725{ 2407{
2726 object * 2408 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2730 2410
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2412
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2735 2414
2736 if (tempfile == NULL) 2415 if (tempfile == NULL)
2737 { 2416 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2418 return NULL;
2740 }; 2419 }
2420
2741 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2422 fclose (tempfile);
2743 2423
2744 op = get_object (); 2424 op = object::create ();
2745 2425
2746 object_thawer 2426 object_thawer thawer (filename);
2747 thawer (filename);
2748 2427
2749 if (thawer) 2428 if (thawer)
2750 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2751 2430
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2760 * returns NULL if no match. 2439 * returns NULL if no match.
2761 */ 2440 */
2762object * 2441object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2443{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2446 return tmp;
2771 2447
2772 return NULL; 2448 return 0;
2773} 2449}
2774 2450
2775/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL. 2452 * otherwise return NULL.
2777 * 2453 *
2779 * do the desired thing. 2455 * do the desired thing.
2780 */ 2456 */
2781key_value * 2457key_value *
2782get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2783{ 2459{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2461 if (link->key == key)
2790 {
2791 return link; 2462 return link;
2792 }
2793 }
2794 2463
2795 return NULL; 2464 return 0;
2796} 2465}
2797 2466
2798/* 2467/*
2799 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2800 * 2469 *
2803 * The returned string is shared. 2472 * The returned string is shared.
2804 */ 2473 */
2805const char * 2474const char *
2806get_ob_key_value (const object *op, const char *const key) 2475get_ob_key_value (const object *op, const char *const key)
2807{ 2476{
2808 key_value * 2477 key_value *link;
2809 link; 2478 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2479
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2480 if (!canonical_key)
2816 { 2481 {
2817 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2486 */
2822 return NULL; 2487 return 0;
2823 } 2488 }
2824 2489
2825 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2827 */ 2492 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2493 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2494 if (link->key == canonical_key)
2831 {
2832 return link->value; 2495 return link->value;
2833 } 2496
2834 }
2835 return NULL; 2497 return 0;
2836} 2498}
2837 2499
2838 2500
2839/* 2501/*
2840 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2847 * Returns TRUE on success. 2509 * Returns TRUE on success.
2848 */ 2510 */
2849int 2511int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2513{
2852 key_value *
2853 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2854 2515
2855 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2517 {
2857 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2858 { 2519 {
2876 if (last) 2537 if (last)
2877 last->next = field->next; 2538 last->next = field->next;
2878 else 2539 else
2879 op->key_values = field->next; 2540 op->key_values = field->next;
2880 2541
2881 delete
2882 field; 2542 delete field;
2883 } 2543 }
2884 } 2544 }
2885 return TRUE; 2545 return TRUE;
2886 } 2546 }
2887 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2888 2548
2889 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2890 2550
2891 if (!add_key) 2551 if (!add_key)
2892 {
2893 return FALSE; 2552 return FALSE;
2894 } 2553
2895 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2899 * should pass in "" 2558 * should pass in ""
2922 * Returns TRUE on success. 2581 * Returns TRUE on success.
2923 */ 2582 */
2924int 2583int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2585{
2927 shstr
2928 key_ (key); 2586 shstr key_ (key);
2929 2587
2930 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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