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Comparing deliantra/server/common/object.C (file contents):
Revision 1.27 by root, Mon Sep 11 12:08:45 2006 UTC vs.
Revision 1.123 by root, Fri Jan 26 20:59:56 2007 UTC

1
2/* 1/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.27 2006/09/11 12:08:45 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
47 44
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 57};
61 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 137static int
64compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
65{ 139{
66 key_value *wants_field; 140 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
71 */ 145 */
72 146
73 /* For each field in wants, */ 147 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 149 {
76 key_value *has_field; 150 key_value *has_field;
77 151
78 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
113 * 187 *
114 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
117 * 191 *
118 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
119 * 193 *
120 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
121 * check weight 195 * check weight
122 */ 196 */
123
124bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
125{ 198{
126 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
128 return 0; 205 return 0;
129 206
130 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 210 * used to store nrof).
136 */ 211 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 223
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 226
152 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 252 return 0;
184 253
185 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 255 * check all objects in the inventory.
187 */ 256 */
190 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 261 return 0;
193 262
194 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 265 return 0;
197 266
198 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 268 * if it is valid.
200 */ 269 */
209 278
210 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
212 * check? 281 * check?
213 */ 282 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 284 return 0;
216 285
217 switch (ob1->type) 286 switch (ob1->type)
218 { 287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
221 return 0; 290 return 0;
222 break; 291 break;
223 } 292 }
224 293
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 295 {
227 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
249/* 318/*
250 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
253 */ 322 */
254signed long 323long
255sum_weight (object *op) 324sum_weight (object *op)
256{ 325{
257 signed long sum; 326 long sum;
258 object *inv; 327 object *inv;
259 328
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 330 {
262 if (inv->inv) 331 if (inv->inv)
263 sum_weight (inv); 332 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 334 }
335
266 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
268 if (op->carrying != sum) 339 if (op->carrying != sum)
269 op->carrying = sum; 340 op->carrying = sum;
341
270 return sum; 342 return sum;
271} 343}
272 344
273/** 345/**
274 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
281 op = op->env; 353 op = op->env;
282 return op; 354 return op;
283} 355}
284 356
285/* 357/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 359 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
304 */ 361 */
305 362
306void 363char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 364dump_object (object *op)
362{ 365{
363 if (op == NULL) 366 if (!op)
364 { 367 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 368
372void 369 object_freezer freezer;
373dump_all_objects (void) 370 save_object (freezer, op, 1);
374{ 371 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 372}
383 373
384/* 374/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
402} 392}
403 393
404/* 394/*
405 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
406 */ 396 */
407
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break;
416 return op; 402 return op;
403
404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
423 */ 411 */
424
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 433 * skill and experience objects.
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
500 owner = owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 451 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 452}
542 453
543/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 455 * refcounts and freeing the links.
545 */ 456 */
555 } 466 }
556 467
557 op->key_values = 0; 468 op->key_values = 0;
558} 469}
559 470
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 471/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 477 * will point at garbage.
632 */ 478 */
633
634void 479void
635copy_object (object *op2, object *op) 480object::copy_to (object *dst)
636{ 481{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 484
640 op2->clone (op); 485 *(object_copy *)dst = *this;
641 486
642 if (is_freed) 487 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
644 if (is_removed) 490 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
646 492
647 if (op2->speed < 0) 493 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
649 495
650 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
651 if (op2->key_values) 497 if (key_values)
652 { 498 {
653 key_value *tail = 0; 499 key_value *tail = 0;
654 key_value *i; 500 key_value *i;
655 501
656 op->key_values = 0; 502 dst->key_values = 0;
657 503
658 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
659 { 505 {
660 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
661 507
662 new_link->next = 0; 508 new_link->next = 0;
663 new_link->key = i->key; 509 new_link->key = i->key;
664 new_link->value = i->value; 510 new_link->value = i->value;
665 511
666 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
667 if (!op->key_values) 513 if (!dst->key_values)
668 { 514 {
669 op->key_values = new_link; 515 dst->key_values = new_link;
670 tail = new_link; 516 tail = new_link;
671 } 517 }
672 else 518 else
673 { 519 {
674 tail->next = new_link; 520 tail->next = new_link;
675 tail = new_link; 521 tail = new_link;
676 } 522 }
677 } 523 }
678 } 524 }
679 525
680 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
681} 535}
682 536
683/* 537/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
687 */ 541 */
688
689void 542void
690update_turn_face (object *op) 543update_turn_face (object *op)
691{ 544{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 546 return;
547
694 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
696} 550}
697 551
698/* 552/*
699 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
702 */ 556 */
703
704void 557void
705update_ob_speed (object *op) 558object::set_speed (float speed)
706{ 559{
707 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 561 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 563 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 564 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 565
732 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
733 * of the list. */ 567
734 op->active_next = active_objects; 568 if (has_active_speed ())
735 if (op->active_next != NULL) 569 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 570 else
740 { 571 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 572}
761 573
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 574/*
794 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 578 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
801 * 582 *
802 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 584 * current action are:
808 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
813 */ 590 */
814
815void 591void
816update_object (object *op, int action) 592update_object (object *op, int action)
817{ 593{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
820 595
821 if (op == NULL) 596 if (op == NULL)
822 { 597 {
823 /* this should never happen */ 598 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 600 return;
826 } 601 }
827 602
828 if (op->env != NULL) 603 if (op->env)
829 { 604 {
830 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
831 * to do in this case. 606 * to do in this case.
832 */ 607 */
833 return; 608 return;
838 */ 613 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 615 return;
841 616
842 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 619 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 621#ifdef MANY_CORES
847 abort (); 622 abort ();
848#endif 623#endif
849 return; 624 return;
850 } 625 }
851 626
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
859 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
860 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 644 * to have move_allow right now.
884 */ 645 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 648 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 649 }
891 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 652 * that is being removed.
894 */ 653 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 update_now = 1; 655 m.flags_ = 0;
897 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */; 657 /* Nothing to do for that case */ ;
899 else 658 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 660
902 if (update_now)
903 {
904 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905 update_position (op->map, op->x, op->y);
906 }
907
908 if (op->more != NULL) 661 if (op->more)
909 update_object (op->more, action); 662 update_object (op->more, action);
910}
911
912static unordered_vector<object *> mortals;
913static std::vector<object *> freed;
914
915void object::free_mortals ()
916{
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925} 663}
926 664
927object::object () 665object::object ()
928{ 666{
929 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
930 668
931 expmul = 1.0; 669 expmul = 1.0;
932 face = blank_face; 670 face = blank_face;
933 attacked_by_count = -1;
934} 671}
935 672
936object::~object () 673object::~object ()
937{ 674{
675 unlink ();
676
938 free_key_values (this); 677 free_key_values (this);
939} 678}
940 679
680static int object_count;
681
941void object::link () 682void object::link ()
942{ 683{
684 assert (!index);//D
685 uuid = gen_uuid ();
943 count = ++ob_count; 686 count = ++object_count;
944 687
945 prev = 0; 688 refcnt_inc ();
946 next = objects; 689 objects.insert (this);
947
948 if (objects)
949 objects->prev = this;
950
951 objects = this;
952} 690}
953 691
954void object::unlink () 692void object::unlink ()
955{ 693{
956 count = 0;
957
958 /* Remove this object from the list of used objects */
959 if (prev)
960 {
961 prev->next = next;
962 prev = 0;
963 }
964
965 if (next) 694 if (!index)
966 { 695 return;
967 next->prev = prev; 696
968 next = 0; 697 objects.erase (this);
698 refcnt_dec ();
699}
700
701void
702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
969 } 752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756}
970 757
971 if (this == objects) 758/*
972 objects = next; 759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
973} 806}
974 807
975object *object::create () 808object *object::create ()
976{ 809{
977 object *op;
978
979 if (freed.empty ())
980 op = new object; 810 object *op = new object;
981 else
982 {
983 // highly annoying, but the only way to get it stable right now
984 op = freed.back (); freed.pop_back ();
985 op->~object ();
986 new ((void *)op) object;
987 }
988
989 op->link (); 811 op->link ();
990 return op; 812 return op;
991} 813}
992 814
993/* 815void
994 * free_object() frees everything allocated by an object, removes 816object::do_destroy ()
995 * it from the list of used objects, and puts it on the list of
996 * free objects. The IS_FREED() flag is set in the object.
997 * The object must have been removed by remove_ob() first for
998 * this function to succeed.
999 *
1000 * If free_inventory is set, free inventory as well. Else drop items in
1001 * inventory to the ground.
1002 */
1003void object::free (bool free_inventory)
1004{ 817{
1005 if (!QUERY_FLAG (this, FLAG_REMOVED)) 818 attachable::do_destroy ();
1006 {
1007 LOG (llevDebug, "Free object called with non removed object\n");
1008 dump_object (this);
1009#ifdef MANY_CORES
1010 abort ();
1011#endif
1012 }
1013 819
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 if (flag [FLAG_IS_LINKED])
1015 { 821 remove_button_link (this);
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 822
823 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this); 824 remove_friendly_object (this);
1018 }
1019 825
1020 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (!flag [FLAG_REMOVED])
827 remove ();
828
829 destroy_inv (true);
830
831 deactivate ();
832 unlink ();
833
834 flag [FLAG_FREED] = 1;
835
836 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
1021 { 841 {
1022 dump_object (this); 842 freed_map = new maptile;
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 843
1024 return; 844 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
1025 } 850 }
851
852 map = freed_map;
853 x = 1;
854 y = 1;
855 }
856
857 head = 0;
1026 858
1027 if (more) 859 if (more)
1028 { 860 {
1029 more->free (free_inventory); 861 more->destroy ();
1030 more = 0; 862 more = 0;
1031 } 863 }
1032 864
1033 if (inv) 865 // clear those pointers that likely might have circular references to us
1034 { 866 owner = 0;
1035 /* Only if the space blocks everything do we not process - 867 enemy = 0;
1036 * if some form of movement is allowed, let objects 868 attacked_by = 0;
1037 * drop on that space. 869}
1038 */
1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040 {
1041 object *
1042 op = inv;
1043 870
1044 while (op) 871void
1045 { 872object::destroy (bool destroy_inventory)
1046 object * 873{
1047 tmp = op->below; 874 if (destroyed ())
875 return;
1048 876
1049 remove_ob (op); 877 if (destroy_inventory)
1050 op->free (free_inventory); 878 destroy_inv (false);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058 879
1059 while (op) 880 attachable::destroy ();
1060 {
1061 object *
1062 tmp = op->below;
1063
1064 remove_ob (op);
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1079 }
1080
1081 clear_owner (this);
1082
1083 /* Remove object from the active list */
1084 speed = 0;
1085 update_ob_speed (this);
1086
1087 unlink ();
1088
1089 SET_FLAG (this, FLAG_FREED);
1090
1091 mortals.push_back (this);
1092} 881}
1093 882
1094/* 883/*
1095 * sub_weight() recursively (outwards) subtracts a number from the 884 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)). 885 * weight of an object (and what is carried by it's environment(s)).
1097 */ 886 */
1098
1099void 887void
1100sub_weight (object *op, signed long weight) 888sub_weight (object *op, signed long weight)
1101{ 889{
1102 while (op != NULL) 890 while (op != NULL)
1103 { 891 {
1104 if (op->type == CONTAINER) 892 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 893 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 } 894
1108 op->carrying -= weight; 895 op->carrying -= weight;
1109 op = op->env; 896 op = op->env;
1110 } 897 }
1111} 898}
1112 899
1113/* remove_ob(op): 900/* op->remove ():
1114 * This function removes the object op from the linked list of objects 901 * This function removes the object op from the linked list of objects
1115 * which it is currently tied to. When this function is done, the 902 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
1118 * the previous environment. 905 * the previous environment.
1119 * Beware: This function is called from the editor as well!
1120 */ 906 */
1121
1122void 907void
1123remove_ob (object *op) 908object::remove_slow ()
1124{ 909{
1125 object *tmp, *last = NULL; 910 object *tmp, *last = 0;
1126 object *otmp; 911 object *otmp;
1127 912
1128 tag_t tag;
1129 int check_walk_off;
1130 mapstruct *m;
1131
1132 sint16 x, y;
1133
1134 if (QUERY_FLAG (op, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
1135 { 914 return;
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138 915
1139 /* Changed it to always dump core in this case. As has been learned
1140 * in the past, trying to recover from errors almost always
1141 * make things worse, and this is a real error here - something
1142 * that should not happen.
1143 * Yes, if this was a mission critical app, trying to do something
1144 * to recover may make sense, but that is because failure of the app
1145 * may have other disastrous problems. Cf runs out of a script
1146 * so is easily enough restarted without any real problems.
1147 * MSW 2001-07-01
1148 */
1149 abort ();
1150 }
1151
1152 if (op->more != NULL)
1153 remove_ob (op->more);
1154
1155 SET_FLAG (op, FLAG_REMOVED); 916 SET_FLAG (this, FLAG_REMOVED);
917 INVOKE_OBJECT (REMOVE, this);
918
919 if (more)
920 more->remove ();
1156 921
1157 /* 922 /*
1158 * In this case, the object to be removed is in someones 923 * In this case, the object to be removed is in someones
1159 * inventory. 924 * inventory.
1160 */ 925 */
1161 if (op->env != NULL) 926 if (env)
1162 { 927 {
1163 if (op->nrof) 928 if (nrof)
1164 sub_weight (op->env, op->weight * op->nrof); 929 sub_weight (env, weight * nrof);
1165 else 930 else
1166 sub_weight (op->env, op->weight + op->carrying); 931 sub_weight (env, weight + carrying);
1167 932
1168 /* NO_FIX_PLAYER is set when a great many changes are being 933 /* NO_FIX_PLAYER is set when a great many changes are being
1169 * made to players inventory. If set, avoiding the call 934 * made to players inventory. If set, avoiding the call
1170 * to save cpu time. 935 * to save cpu time.
1171 */ 936 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 937 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173 fix_player (otmp); 938 otmp->update_stats ();
1174 939
1175 if (op->above != NULL) 940 if (above)
1176 op->above->below = op->below; 941 above->below = below;
1177 else 942 else
1178 op->env->inv = op->below; 943 env->inv = below;
1179 944
1180 if (op->below != NULL) 945 if (below)
1181 op->below->above = op->above; 946 below->above = above;
1182 947
1183 /* we set up values so that it could be inserted into 948 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up 949 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do. 950 * to the caller to decide what we want to do.
1186 */ 951 */
1187 op->x = op->env->x, op->y = op->env->y; 952 x = env->x, y = env->y;
1188 op->map = op->env->map; 953 map = env->map;
1189 op->above = NULL, op->below = NULL; 954 above = 0, below = 0;
1190 op->env = NULL; 955 env = 0;
1191 return;
1192 }
1193
1194 /* If we get here, we are removing it from a map */
1195 if (op->map == NULL)
1196 return;
1197
1198 x = op->x;
1199 y = op->y;
1200 m = get_map_from_coord (op->map, &x, &y);
1201
1202 if (!m)
1203 { 956 }
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 957 else if (map)
1205 op->map->path, op->x, op->y);
1206 /* in old days, we used to set x and y to 0 and continue.
1207 * it seems if we get into this case, something is probablye
1208 * screwed up and should be fixed.
1209 */
1210 abort ();
1211 } 958 {
1212 if (op->map != m) 959 if (type == PLAYER)
1213 {
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1215 op->map->path, m->path, op->x, op->y, x, y);
1216 }
1217
1218 /* Re did the following section of code - it looks like it had
1219 * lots of logic for things we no longer care about
1220 */
1221
1222 /* link the object above us */
1223 if (op->above)
1224 op->above->below = op->below;
1225 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1227
1228 /* Relink the object below us, if there is one */
1229 if (op->below)
1230 op->below->above = op->above;
1231 else
1232 {
1233 /* Nothing below, which means we need to relink map object for this space
1234 * use translated coordinates in case some oddness with map tiling is
1235 * evident
1236 */
1237 if (GET_MAP_OB (m, x, y) != op)
1238 { 960 {
1239 dump_object (op); 961 --map->players;
1240 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 962 map->touch ();
1241 errmsg);
1242 dump_object (GET_MAP_OB (m, x, y));
1243 LOG (llevError, "%s\n", errmsg);
1244 } 963 }
1245 964
1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 965 map->dirty = true;
1247 } 966 mapspace &ms = this->ms ();
1248 967
1249 op->above = NULL; 968 /* link the object above us */
1250 op->below = NULL; 969 if (above)
970 above->below = below;
971 else
972 ms.top = below; /* we were top, set new top */
1251 973
1252 if (op->map->in_memory == MAP_SAVING) 974 /* Relink the object below us, if there is one */
1253 return; 975 if (below)
1254 976 below->above = above;
1255 tag = op->count; 977 else
1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257
1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259 {
1260 /* No point updating the players look faces if he is the object
1261 * being removed.
1262 */
1263
1264 if (tmp->type == PLAYER && tmp != op)
1265 { 978 {
1266 /* If a container that the player is currently using somehow gets 979 /* Nothing below, which means we need to relink map object for this space
1267 * removed (most likely destroyed), update the player view 980 * use translated coordinates in case some oddness with map tiling is
1268 * appropriately. 981 * evident
1269 */ 982 */
1270 if (tmp->container == op) 983 if (GET_MAP_OB (map, x, y) != this)
984 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
985
986 ms.bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
992 if (map->in_memory == MAP_SAVING)
993 return;
994
995 int check_walk_off = !flag [FLAG_NO_APPLY];
996
997 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 {
999 /* No point updating the players look faces if he is the object
1000 * being removed.
1001 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1271 { 1004 {
1272 CLEAR_FLAG (op, FLAG_APPLIED); 1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1273 tmp->container = NULL; 1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1274 } 1017 }
1275 1018
1276 tmp->contr->socket.update_look = 1; 1019 /* See if object moving off should effect something */
1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 {
1024 move_apply (tmp, this, 0);
1025
1026 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 }
1029
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp;
1277 } 1036 }
1278 /* See if player moving off should effect something */
1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1280 {
1281 move_apply (tmp, op, NULL);
1282 1037
1283 if (was_destroyed (op, tag))
1284 {
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1286 }
1287 }
1288
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290
1291 if (tmp->above == tmp)
1292 tmp->above = NULL;
1293
1294 last = tmp;
1295 }
1296
1297 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1298 if (last == NULL) 1039 //TODO: this makes little sense, why only update the topmost object?
1299 { 1040 if (!last)
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1041 map->at (x, y).flags_ = 0;
1301 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302 * those out anyways, and if there are any flags set right now, they won't
1303 * be correct anyways.
1304 */
1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306 update_position (op->map, op->x, op->y);
1307 }
1308 else 1042 else
1309 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1310 1044
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1312 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1047 }
1313} 1048}
1314 1049
1315/* 1050/*
1316 * merge_ob(op,top): 1051 * merge_ob(op,top):
1317 * 1052 *
1318 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object. 1054 * merges op to the first matching object.
1320 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */ 1057 */
1323
1324object * 1058object *
1325merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1326{ 1060{
1327 if (!op->nrof) 1061 if (!op->nrof)
1328 return 0; 1062 return 0;
1329 if (top == NULL) 1063
1064 if (top)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1331 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1332 { 1069 {
1333 if (top == op) 1070 if (top == op)
1334 continue; 1071 continue;
1335 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1336 { 1074 {
1337 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1338 1076
1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1340 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1341 remove_ob (op); 1079 op->destroy ();
1342 free_object (op);
1343 return top; 1080 return top;
1344 } 1081 }
1345 } 1082 }
1083
1346 return NULL; 1084 return 0;
1347} 1085}
1348 1086
1349/* 1087/*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1351 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1352 */ 1090 */
1353object * 1091object *
1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1355{ 1093{
1356 object *
1357 tmp;
1358
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1362 { 1095 {
1363 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1364 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1365 } 1098 }
1099
1366 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1367} 1101}
1368 1102
1369/* 1103/*
1370 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1384 * Return value: 1118 * Return value:
1385 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1387 * just 'op' otherwise 1121 * just 'op' otherwise
1388 */ 1122 */
1389
1390object * 1123object *
1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1392{ 1125{
1393 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1394 sint16 x, y;
1395 1127
1396 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1397 { 1129 {
1398 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1399 return NULL; 1131 return NULL;
1400 } 1132 }
1401 1133
1402 if (m == NULL) 1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1138
1139 if (!m)
1403 { 1140 {
1404 dump_object (op); 1141 char *dump = dump_object (op);
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1143 free (dump);
1406 return op; 1144 return op;
1407 } 1145 }
1408 1146
1409 if (out_of_map (m, op->x, op->y)) 1147 if (out_of_map (m, op->x, op->y))
1410 { 1148 {
1411 dump_object (op); 1149 char *dump = dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1413#ifdef MANY_CORES 1151#ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object 1152 /* Better to catch this here, as otherwise the next use of this object
1415 * is likely to cause a crash. Better to find out where it is getting 1153 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted. 1154 * improperly inserted.
1417 */ 1155 */
1418 abort (); 1156 abort ();
1419#endif 1157#endif
1158 free (dump);
1420 return op; 1159 return op;
1421 } 1160 }
1422 1161
1423 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 {
1425 dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1427 return op;
1428 }
1429
1430 if (op->more != NULL)
1431 {
1432 /* The part may be on a different map. */
1433
1434 object *more = op->more; 1162 if (object *more = op->more)
1435 1163 {
1436 /* We really need the caller to normalize coordinates - if
1437 * we set the map, that doesn't work if the location is within
1438 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it.
1440 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map)
1444 {
1445 /* For backwards compatibility - when not dealing with tiled maps,
1446 * more->map should always point to the parent.
1447 */
1448 more->map = m;
1449 }
1450
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1452 { 1165 {
1453 if (!op->head) 1166 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455 1168
1456 return NULL; 1169 return 0;
1457 } 1170 }
1458 } 1171 }
1459 1172
1460 CLEAR_FLAG (op, FLAG_REMOVED); 1173 CLEAR_FLAG (op, FLAG_REMOVED);
1461 1174
1462 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* Ideally, the caller figures this out. However, it complicates a lot
1463 * of areas of callers (eg, anything that uses find_free_spot would now 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1464 * need extra work 1177 * need extra work
1465 */ 1178 */
1466 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1467 x = op->x; 1180 return 0;
1468 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1469 1184
1470 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1471 */ 1186 */
1472 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp)) 1189 if (object::can_merge (op, tmp))
1475 { 1190 {
1476 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1477 remove_ob (tmp); 1192 tmp->destroy ();
1478 free_object (tmp);
1479 } 1193 }
1480 1194
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1195 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1196 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483 1197
1496 op->below = originator->below; 1210 op->below = originator->below;
1497 1211
1498 if (op->below) 1212 if (op->below)
1499 op->below->above = op; 1213 op->below->above = op;
1500 else 1214 else
1501 SET_MAP_OB (op->map, op->x, op->y, op); 1215 ms.bot = op;
1502 1216
1503 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1504 originator->below = op; 1218 originator->below = op;
1505 } 1219 }
1506 else 1220 else
1507 { 1221 {
1222 top = ms.bot;
1223
1508 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1510 { 1226 {
1511 object *last = NULL; 1227 object *last = 0;
1512 1228
1513 /* 1229 /*
1514 * If there are multiple objects on this space, we do some trickier handling. 1230 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate. 1231 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if 1232 * Generally, we want to put the new object on top. But if
1520 * once we get to them. This reduces the need to traverse over all of 1236 * once we get to them. This reduces the need to traverse over all of
1521 * them when adding another one - this saves quite a bit of cpu time 1237 * them when adding another one - this saves quite a bit of cpu time
1522 * when lots of spells are cast in one area. Currently, it is presumed 1238 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1524 */ 1240 */
1525 1241 for (top = ms.bot; top; top = top->above)
1526 while (top != NULL)
1527 { 1242 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1529 floor = top; 1244 floor = top;
1530 1245
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1246 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1534 top = top->below; 1249 top = top->below;
1535 break; 1250 break;
1536 } 1251 }
1537 1252
1538 last = top; 1253 last = top;
1539 top = top->above;
1540 } 1254 }
1541 1255
1542 /* Don't want top to be NULL, so set it to the last valid object */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1543 top = last; 1257 top = last;
1544 1258
1551 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1552 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd. 1268 * stacking is a bit odd.
1555 */ 1269 */
1556 if (!(flag & INS_ON_TOP) && 1270 if (!(flag & INS_ON_TOP)
1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1558 { 1273 {
1559 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break; 1276 break;
1277
1562 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1563 * and make sure we have a below pointer for it so that 1279 * and make sure we have a below pointer for it so that
1564 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1565 * set top to the object below us. 1281 * set top to the object below us.
1566 */ 1282 */
1568 top = last->below; 1284 top = last->below;
1569 } 1285 }
1570 } /* If objects on this space */ 1286 } /* If objects on this space */
1571 1287
1572 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1573 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1574 1290
1575 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1576 top = floor; 1292 top = floor;
1577 1293
1578 /* Top is the object that our object (op) is going to get inserted above. 1294 /* Top is the object that our object (op) is going to get inserted above.
1579 */ 1295 */
1580 1296
1581 /* First object on this space */ 1297 /* First object on this space */
1582 if (!top) 1298 if (!top)
1583 { 1299 {
1584 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1585 1301
1586 if (op->above) 1302 if (op->above)
1587 op->above->below = op; 1303 op->above->below = op;
1588 1304
1589 op->below = NULL; 1305 op->below = 0;
1590 SET_MAP_OB (op->map, op->x, op->y, op); 1306 ms.bot = op;
1591 } 1307 }
1592 else 1308 else
1593 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1594 op->above = top->above; 1310 op->above = top->above;
1595 1311
1598 1314
1599 op->below = top; 1315 op->below = top;
1600 top->above = op; 1316 top->above = op;
1601 } 1317 }
1602 1318
1603 if (op->above == NULL) 1319 if (!op->above)
1604 SET_MAP_TOP (op->map, op->x, op->y, op); 1320 ms.top = op;
1605 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1606 1322
1607 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1324 {
1608 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1326 ++op->map->players;
1327 op->map->touch ();
1328 }
1329
1330 op->map->dirty = true;
1609 1331
1610 /* If we have a floor, we know the player, if any, will be above 1332 /* If we have a floor, we know the player, if any, will be above
1611 * it, so save a few ticks and start from there. 1333 * it, so save a few ticks and start from there.
1612 */ 1334 */
1613 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1336 if (object *pl = ms.player ())
1615 if (tmp->type == PLAYER) 1337 if (pl->contr->ns)
1616 tmp->contr->socket.update_look = 1; 1338 pl->contr->ns->floorbox_update ();
1617 1339
1618 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really 1341 * visible to others on this map. But update_all_los is really
1620 * an inefficient way to do this, as it means los for all players 1342 * an inefficient way to do this, as it means los for all players
1621 * on the map will get recalculated. The players could very well 1343 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way - 1344 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range, 1345 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area 1346 * or just updating the P_UPTODATE for spaces within this area
1625 * of effect may be sufficient. 1347 * of effect may be sufficient.
1626 */ 1348 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1349 if (op->map->darkness && (op->glow_radius != 0))
1628 update_all_los (op->map, op->x, op->y); 1350 update_all_los (op->map, op->x, op->y);
1629 1351
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1352 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT); 1353 update_object (op, UP_OBJ_INSERT);
1632 1354
1355 INVOKE_OBJECT (INSERT, op);
1356
1633 /* Don't know if moving this to the end will break anything. However, 1357 /* Don't know if moving this to the end will break anything. However,
1634 * we want to have update_look set above before calling this. 1358 * we want to have floorbox_update called before calling this.
1635 * 1359 *
1636 * check_move_on() must be after this because code called from 1360 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like 1361 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by 1362 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object(). 1363 * update_object().
1641 1365
1642 /* if this is not the head or flag has been passed, don't check walk on status */ 1366 /* if this is not the head or flag has been passed, don't check walk on status */
1643 if (!(flag & INS_NO_WALK_ON) && !op->head) 1367 if (!(flag & INS_NO_WALK_ON) && !op->head)
1644 { 1368 {
1645 if (check_move_on (op, originator)) 1369 if (check_move_on (op, originator))
1646 return NULL; 1370 return 0;
1647 1371
1648 /* If we are a multi part object, lets work our way through the check 1372 /* If we are a multi part object, lets work our way through the check
1649 * walk on's. 1373 * walk on's.
1650 */ 1374 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1375 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1652 if (check_move_on (tmp, originator)) 1376 if (check_move_on (tmp, originator))
1653 return NULL; 1377 return 0;
1654 } 1378 }
1655 1379
1656 return op; 1380 return op;
1657} 1381}
1658 1382
1659/* this function inserts an object in the map, but if it 1383/* this function inserts an object in the map, but if it
1660 * finds an object of its own type, it'll remove that one first. 1384 * finds an object of its own type, it'll remove that one first.
1661 * op is the object to insert it under: supplies x and the map. 1385 * op is the object to insert it under: supplies x and the map.
1662 */ 1386 */
1663void 1387void
1664replace_insert_ob_in_map (const char *arch_string, object *op) 1388replace_insert_ob_in_map (const char *arch_string, object *op)
1665{ 1389{
1666 object *tmp;
1667 object *tmp1; 1390 object *tmp, *tmp1;
1668 1391
1669 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1670 1393
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1674 { 1396 tmp->destroy ();
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679 1397
1680 tmp1 = arch_to_object (find_archetype (arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1681 1399
1682 tmp1->x = op->x; 1400 tmp1->x = op->x;
1683 tmp1->y = op->y; 1401 tmp1->y = op->y;
1684 insert_ob_in_map (tmp1, op->map, op, 0); 1402 insert_ob_in_map (tmp1, op->map, op, 0);
1403}
1404
1405object *
1406object::insert_at (object *where, object *originator, int flags)
1407{
1408 where->map->insert (this, where->x, where->y, originator, flags);
1685} 1409}
1686 1410
1687/* 1411/*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1412 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689 * is returned contains nr objects, and the remaining parts contains 1413 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0). 1414 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the 1415 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array. 1416 * global static errmsg array.
1693 */ 1417 */
1694
1695object * 1418object *
1696get_split_ob (object *orig_ob, uint32 nr) 1419get_split_ob (object *orig_ob, uint32 nr)
1697{ 1420{
1698 object * 1421 object *newob;
1699 newob;
1700 int
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1422 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1702 1423
1703 if (orig_ob->nrof < nr) 1424 if (orig_ob->nrof < nr)
1704 { 1425 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1426 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL; 1427 return NULL;
1707 } 1428 }
1429
1708 newob = object_create_clone (orig_ob); 1430 newob = object_create_clone (orig_ob);
1431
1709 if ((orig_ob->nrof -= nr) < 1) 1432 if ((orig_ob->nrof -= nr) < 1)
1710 { 1433 orig_ob->destroy (1);
1711 if (!is_removed)
1712 remove_ob (orig_ob);
1713 free_object2 (orig_ob, 1);
1714 }
1715 else if (!is_removed) 1434 else if (!is_removed)
1716 { 1435 {
1717 if (orig_ob->env != NULL) 1436 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr); 1437 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1438 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1721 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1440 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1441 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL; 1442 return NULL;
1724 } 1443 }
1725 } 1444 }
1445
1726 newob->nrof = nr; 1446 newob->nrof = nr;
1727 1447
1728 return newob; 1448 return newob;
1729} 1449}
1730 1450
1737 */ 1457 */
1738 1458
1739object * 1459object *
1740decrease_ob_nr (object *op, uint32 i) 1460decrease_ob_nr (object *op, uint32 i)
1741{ 1461{
1742 object * 1462 object *tmp;
1743 tmp;
1744 player *
1745 pl;
1746 1463
1747 if (i == 0) /* objects with op->nrof require this check */ 1464 if (i == 0) /* objects with op->nrof require this check */
1748 return op; 1465 return op;
1749 1466
1750 if (i > op->nrof) 1467 if (i > op->nrof)
1751 i = op->nrof; 1468 i = op->nrof;
1752 1469
1753 if (QUERY_FLAG (op, FLAG_REMOVED)) 1470 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i; 1471 op->nrof -= i;
1756 }
1757 else if (op->env != NULL) 1472 else if (op->env)
1758 { 1473 {
1759 /* is this object in the players inventory, or sub container 1474 /* is this object in the players inventory, or sub container
1760 * therein? 1475 * therein?
1761 */ 1476 */
1762 tmp = is_player_inv (op->env); 1477 tmp = op->in_player ();
1763 /* nope. Is this a container the player has opened? 1478 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player. 1479 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly 1480 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map, 1481 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player. 1482 * and then searching the map for a player.
1768 */ 1483 */
1769 if (!tmp) 1484 if (!tmp)
1770 { 1485 for_all_players (pl)
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env) 1486 if (pl->ob->container == op->env)
1487 {
1488 tmp = pl->ob;
1773 break; 1489 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 } 1490 }
1779 1491
1780 if (i < op->nrof) 1492 if (i < op->nrof)
1781 { 1493 {
1782 sub_weight (op->env, op->weight * i); 1494 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i; 1495 op->nrof -= i;
1784 if (tmp) 1496 if (tmp)
1785 {
1786 esrv_send_item (tmp, op); 1497 esrv_send_item (tmp, op);
1787 }
1788 } 1498 }
1789 else 1499 else
1790 { 1500 {
1791 remove_ob (op); 1501 op->remove ();
1792 op->nrof = 0; 1502 op->nrof = 0;
1793 if (tmp) 1503 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count); 1504 esrv_del_item (tmp->contr, op->count);
1796 }
1797 } 1505 }
1798 } 1506 }
1799 else 1507 else
1800 { 1508 {
1801 object *
1802 above = op->above; 1509 object *above = op->above;
1803 1510
1804 if (i < op->nrof) 1511 if (i < op->nrof)
1805 {
1806 op->nrof -= i; 1512 op->nrof -= i;
1807 }
1808 else 1513 else
1809 { 1514 {
1810 remove_ob (op); 1515 op->remove ();
1811 op->nrof = 0; 1516 op->nrof = 0;
1812 } 1517 }
1518
1813 /* Since we just removed op, op->above is null */ 1519 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above) 1520 for (tmp = above; tmp; tmp = tmp->above)
1815 if (tmp->type == PLAYER) 1521 if (tmp->type == PLAYER)
1816 { 1522 {
1817 if (op->nrof) 1523 if (op->nrof)
1818 esrv_send_item (tmp, op); 1524 esrv_send_item (tmp, op);
1819 else 1525 else
1820 esrv_del_item (tmp->contr, op->count); 1526 esrv_del_item (tmp->contr, op->count);
1821 } 1527 }
1822 } 1528 }
1823 1529
1824 if (op->nrof) 1530 if (op->nrof)
1825 {
1826 return op; 1531 return op;
1827 }
1828 else 1532 else
1829 { 1533 {
1830 free_object (op); 1534 op->destroy ();
1831 return NULL; 1535 return 0;
1832 } 1536 }
1833} 1537}
1834 1538
1835/* 1539/*
1836 * add_weight(object, weight) adds the specified weight to an object, 1540 * add_weight(object, weight) adds the specified weight to an object,
1841add_weight (object *op, signed long weight) 1545add_weight (object *op, signed long weight)
1842{ 1546{
1843 while (op != NULL) 1547 while (op != NULL)
1844 { 1548 {
1845 if (op->type == CONTAINER) 1549 if (op->type == CONTAINER)
1846 {
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1550 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 } 1551
1849 op->carrying += weight; 1552 op->carrying += weight;
1850 op = op->env; 1553 op = op->env;
1851 } 1554 }
1852} 1555}
1853 1556
1557object *
1558insert_ob_in_ob (object *op, object *where)
1559{
1560 if (!where)
1561 {
1562 char *dump = dump_object (op);
1563 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1564 free (dump);
1565 return op;
1566 }
1567
1568 if (where->head)
1569 {
1570 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1571 where = where->head;
1572 }
1573
1574 return where->insert (op);
1575}
1576
1854/* 1577/*
1855 * insert_ob_in_ob(op,environment): 1578 * env->insert (op)
1856 * This function inserts the object op in the linked list 1579 * This function inserts the object op in the linked list
1857 * inside the object environment. 1580 * inside the object environment.
1858 * 1581 *
1859 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860 * the inventory at the last position or next to other objects of the same
1861 * type.
1862 * Frank: Now sorted by type, archetype and magic!
1863 *
1864 * The function returns now pointer to inserted item, and return value can 1582 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero 1583 * be != op, if items are merged. -Tero
1866 */ 1584 */
1867 1585
1868object * 1586object *
1869insert_ob_in_ob (object *op, object *where) 1587object::insert (object *op)
1870{ 1588{
1871 object * 1589 object *tmp, *otmp;
1872 tmp, *
1873 otmp;
1874 1590
1875 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1591 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 { 1592 op->remove ();
1877 dump_object (op); 1593
1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879 return op;
1880 }
1881 if (where == NULL)
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where->head)
1888 {
1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890 where = where->head;
1891 }
1892 if (op->more) 1594 if (op->more)
1893 { 1595 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1596 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op; 1597 return op;
1896 } 1598 }
1599
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1600 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1898 CLEAR_FLAG (op, FLAG_REMOVED); 1601 CLEAR_FLAG (op, FLAG_REMOVED);
1899 if (op->nrof) 1602 if (op->nrof)
1900 { 1603 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1604 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op)) 1605 if (object::can_merge (tmp, op))
1903 { 1606 {
1904 /* return the original object and remove inserted object 1607 /* return the original object and remove inserted object
1905 (client needs the original object) */ 1608 (client needs the original object) */
1906 tmp->nrof += op->nrof; 1609 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to 1610 /* Weight handling gets pretty funky. Since we are adding to
1908 * tmp->nrof, we need to increase the weight. 1611 * tmp->nrof, we need to increase the weight.
1909 */ 1612 */
1910 add_weight (where, op->weight * op->nrof); 1613 add_weight (this, op->weight * op->nrof);
1911 SET_FLAG (op, FLAG_REMOVED); 1614 SET_FLAG (op, FLAG_REMOVED);
1912 free_object (op); /* free the inserted object */ 1615 op->destroy (); /* free the inserted object */
1913 op = tmp; 1616 op = tmp;
1914 remove_ob (op); /* and fix old object's links */ 1617 op->remove (); /* and fix old object's links */
1915 CLEAR_FLAG (op, FLAG_REMOVED); 1618 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break; 1619 break;
1917 } 1620 }
1918 1621
1919 /* I assume combined objects have no inventory 1622 /* I assume combined objects have no inventory
1920 * We add the weight - this object could have just been removed 1623 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract 1624 * (if it was possible to merge). calling remove_ob will subtract
1922 * the weight, so we need to add it in again, since we actually do 1625 * the weight, so we need to add it in again, since we actually do
1923 * the linking below 1626 * the linking below
1924 */ 1627 */
1925 add_weight (where, op->weight * op->nrof); 1628 add_weight (this, op->weight * op->nrof);
1926 } 1629 }
1927 else 1630 else
1928 add_weight (where, (op->weight + op->carrying)); 1631 add_weight (this, (op->weight + op->carrying));
1929 1632
1930 otmp = is_player_inv (where); 1633 otmp = this->in_player ();
1931 if (otmp && otmp->contr != NULL) 1634 if (otmp && otmp->contr)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1635 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp); 1636 otmp->update_stats ();
1935 }
1936 1637
1937 op->map = NULL; 1638 op->map = 0;
1938 op->env = where; 1639 op->env = this;
1939 op->above = NULL; 1640 op->above = 0;
1940 op->below = NULL; 1641 op->below = 0;
1941 op->x = 0, op->y = 0; 1642 op->x = 0, op->y = 0;
1942 1643
1943 /* reset the light list and los of the players on the map */ 1644 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map) 1645 if ((op->glow_radius != 0) && map)
1945 { 1646 {
1946#ifdef DEBUG_LIGHTS 1647#ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1648 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948#endif /* DEBUG_LIGHTS */ 1649#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map)) 1650 if (map->darkness)
1950 update_all_los (where->map, where->x, where->y); 1651 update_all_los (map, x, y);
1951 } 1652 }
1952 1653
1953 /* Client has no idea of ordering so lets not bother ordering it here. 1654 /* Client has no idea of ordering so lets not bother ordering it here.
1954 * It sure simplifies this function... 1655 * It sure simplifies this function...
1955 */ 1656 */
1956 if (where->inv == NULL) 1657 if (!inv)
1957 where->inv = op; 1658 inv = op;
1958 else 1659 else
1959 { 1660 {
1960 op->below = where->inv; 1661 op->below = inv;
1961 op->below->above = op; 1662 op->below->above = op;
1962 where->inv = op; 1663 inv = op;
1963 } 1664 }
1665
1666 INVOKE_OBJECT (INSERT, this);
1667
1964 return op; 1668 return op;
1965} 1669}
1966 1670
1967/* 1671/*
1968 * Checks if any objects has a move_type that matches objects 1672 * Checks if any objects has a move_type that matches objects
1982 * 1686 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below 1687 * MSW 2001-07-08: Check all objects on space, not just those below
1984 * object being inserted. insert_ob_in_map may not put new objects 1688 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top. 1689 * on top.
1986 */ 1690 */
1987
1988int 1691int
1989check_move_on (object *op, object *originator) 1692check_move_on (object *op, object *originator)
1990{ 1693{
1991 object *tmp; 1694 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map; 1695 maptile *m = op->map;
1994 int x = op->x, y = op->y; 1696 int x = op->x, y = op->y;
1995 1697
1996 MoveType move_on, move_slow, move_block; 1698 MoveType move_on, move_slow, move_block;
1997 1699
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1700 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999 return 0; 1701 return 0;
2000
2001 tag = op->count;
2002 1702
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006 1706
2022 1722
2023 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
2025 */ 1725 */
2026 1726
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2028 { 1728 {
2029 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them. 1731 * we don't need to check all of them.
2032 */ 1732 */
2049 { 1749 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 { 1752 {
2053 1753
1754 float
2054 float diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
2055 1756
2056 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0; 1760 diff /= 4.0;
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1767 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1768 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 { 1769 {
2069 move_apply (tmp, op, originator); 1770 move_apply (tmp, op, originator);
2070 1771
2071 if (was_destroyed (op, tag)) 1772 if (op->destroyed ())
2072 return 1; 1773 return 1;
2073 1774
2074 /* what the person/creature stepped onto has moved the object 1775 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did, 1776 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result. 1777 * have a feeling strange problems would result.
2086/* 1787/*
2087 * present_arch(arch, map, x, y) searches for any objects with 1788 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates. 1789 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
2090 */ 1791 */
2091
2092object * 1792object *
2093present_arch (const archetype *at, mapstruct *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
2094{ 1794{
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
2099 { 1796 {
2100 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL; 1798 return NULL;
2102 } 1799 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1800
1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2104 if (tmp->arch == at) 1802 if (tmp->arch == at)
2105 return tmp; 1803 return tmp;
1804
2106 return NULL; 1805 return NULL;
2107} 1806}
2108 1807
2109/* 1808/*
2110 * present(type, map, x, y) searches for any objects with 1809 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates. 1810 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2113 */ 1812 */
2114
2115object * 1813object *
2116present (unsigned char type, mapstruct *m, int x, int y) 1814present (unsigned char type, maptile *m, int x, int y)
2117{ 1815{
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y)) 1816 if (out_of_map (m, x, y))
2122 { 1817 {
2123 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
2124 return NULL; 1819 return NULL;
2125 } 1820 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2127 if (tmp->type == type) 1823 if (tmp->type == type)
2128 return tmp; 1824 return tmp;
1825
2129 return NULL; 1826 return NULL;
2130} 1827}
2131 1828
2132/* 1829/*
2133 * present_in_ob(type, object) searches for any objects with 1830 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object. 1831 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2136 */ 1833 */
2137
2138object * 1834object *
2139present_in_ob (unsigned char type, const object *op) 1835present_in_ob (unsigned char type, const object *op)
2140{ 1836{
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type) 1838 if (tmp->type == type)
2146 return tmp; 1839 return tmp;
1840
2147 return NULL; 1841 return NULL;
2148} 1842}
2149 1843
2150/* 1844/*
2151 * present_in_ob (type, str, object) searches for any objects with 1845 * present_in_ob (type, str, object) searches for any objects with
2159 * str is the string to match against. Note that we match against 1853 * str is the string to match against. Note that we match against
2160 * the object name, not the archetype name. this is so that the 1854 * the object name, not the archetype name. this is so that the
2161 * spell code can use one object type (force), but change it's name 1855 * spell code can use one object type (force), but change it's name
2162 * to be unique. 1856 * to be unique.
2163 */ 1857 */
2164
2165object * 1858object *
2166present_in_ob_by_name (int type, const char *str, const object *op) 1859present_in_ob_by_name (int type, const char *str, const object *op)
2167{ 1860{
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp; 1863 return tmp;
2175 } 1864
2176 return NULL; 1865 return 0;
2177} 1866}
2178 1867
2179/* 1868/*
2180 * present_arch_in_ob(archetype, object) searches for any objects with 1869 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object. 1870 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
2183 */ 1872 */
2184
2185object * 1873object *
2186present_arch_in_ob (const archetype *at, const object *op) 1874present_arch_in_ob (const archetype *at, const object *op)
2187{ 1875{
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 if (tmp->arch == at) 1877 if (tmp->arch == at)
2193 return tmp; 1878 return tmp;
1879
2194 return NULL; 1880 return NULL;
2195} 1881}
2196 1882
2197/* 1883/*
2198 * activate recursively a flag on an object inventory 1884 * activate recursively a flag on an object inventory
2199 */ 1885 */
2200void 1886void
2201flag_inv (object *op, int flag) 1887flag_inv (object *op, int flag)
2202{ 1888{
2203 object *
2204 tmp;
2205
2206 if (op->inv) 1889 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208 { 1891 {
2209 SET_FLAG (tmp, flag); 1892 SET_FLAG (tmp, flag);
2210 flag_inv (tmp, flag); 1893 flag_inv (tmp, flag);
2211 } 1894 }
2212} /* 1895}
1896
1897/*
2213 * desactivate recursively a flag on an object inventory 1898 * deactivate recursively a flag on an object inventory
2214 */ 1899 */
2215void 1900void
2216unflag_inv (object *op, int flag) 1901unflag_inv (object *op, int flag)
2217{ 1902{
2218 object *
2219 tmp;
2220
2221 if (op->inv) 1903 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223 { 1905 {
2224 CLEAR_FLAG (tmp, flag); 1906 CLEAR_FLAG (tmp, flag);
2225 unflag_inv (tmp, flag); 1907 unflag_inv (tmp, flag);
2226 } 1908 }
2227} 1909}
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1912 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively). 1913 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for 1914 * If checksums are used, a player will get set_cheat called for
2233 * him/her-self and all object carried by a call to this function. 1915 * him/her-self and all object carried by a call to this function.
2234 */ 1916 */
2235
2236void 1917void
2237set_cheat (object *op) 1918set_cheat (object *op)
2238{ 1919{
2239 SET_FLAG (op, FLAG_WAS_WIZ); 1920 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ); 1921 flag_inv (op, FLAG_WAS_WIZ);
2259 * because arch_blocked (now ob_blocked) needs to know the movement type 1940 * because arch_blocked (now ob_blocked) needs to know the movement type
2260 * to know if the space in question will block the object. We can't use 1941 * to know if the space in question will block the object. We can't use
2261 * the archetype because that isn't correct if the monster has been 1942 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc. 1943 * customized, changed states, etc.
2263 */ 1944 */
2264
2265int 1945int
2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1946find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2267{ 1947{
2268 int
2269 i,
2270 index = 0, flag; 1948 int index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE]; 1949 int altern[SIZEOFFREE];
2273 1950
2274 for (i = start; i < stop; i++) 1951 for (int i = start; i < stop; i++)
2275 { 1952 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1953 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2277 if (!flag) 1954 if (!flag)
2278 altern[index++] = i; 1955 altern [index++] = i;
2279 1956
2280 /* Basically, if we find a wall on a space, we cut down the search size. 1957 /* Basically, if we find a wall on a space, we cut down the search size.
2281 * In this way, we won't return spaces that are on another side of a wall. 1958 * In this way, we won't return spaces that are on another side of a wall.
2282 * This mostly work, but it cuts down the search size in all directions - 1959 * This mostly work, but it cuts down the search size in all directions -
2283 * if the space being examined only has a wall to the north and empty 1960 * if the space being examined only has a wall to the north and empty
2284 * spaces in all the other directions, this will reduce the search space 1961 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and 1962 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space. 1963 * won't look 2 spaces south of the target space.
2287 */ 1964 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1965 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2289 stop = maxfree[i]; 1966 stop = maxfree[i];
2290 } 1967 }
1968
2291 if (!index) 1969 if (!index)
2292 return -1; 1970 return -1;
1971
2293 return altern[RANDOM () % index]; 1972 return altern[RANDOM () % index];
2294} 1973}
2295 1974
2296/* 1975/*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2298 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice. 1978 * But it will return the first available spot, not a random choice.
2300 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1979 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */ 1980 */
2302
2303int 1981int
2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1982find_first_free_spot (const object *ob, maptile *m, int x, int y)
2305{ 1983{
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++) 1984 for (int i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1985 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2312 return i; 1986 return i;
2313 } 1987
2314 return -1; 1988 return -1;
2315} 1989}
2316 1990
2317/* 1991/*
2318 * The function permute(arr, begin, end) randomly reorders the array 1992 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1]. 1993 * arr[begin..end-1].
1994 * now uses a fisher-yates shuffle, old permute was broken
2320 */ 1995 */
2321static void 1996static void
2322permute (int *arr, int begin, int end) 1997permute (int *arr, int begin, int end)
2323{ 1998{
2324 int 1999 arr += begin;
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin; 2000 end -= begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334 2001
2335 tmp = arr[i]; 2002 while (--end)
2336 arr[i] = arr[j]; 2003 swap (arr [end], arr [RANDOM () % (end + 1)]);
2337 arr[j] = tmp;
2338 }
2339} 2004}
2340 2005
2341/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2343 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2346 * the 3x3 area will be searched, just not in a predictable order. 2011 * the 3x3 area will be searched, just not in a predictable order.
2347 */ 2012 */
2348void 2013void
2349get_search_arr (int *search_arr) 2014get_search_arr (int *search_arr)
2350{ 2015{
2351 int 2016 int i;
2352 i;
2353 2017
2354 for (i = 0; i < SIZEOFFREE; i++) 2018 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i; 2019 search_arr[i] = i;
2357 }
2358 2020
2359 permute (search_arr, 1, SIZEOFFREE1 + 1); 2021 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2022 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2023 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362} 2024}
2371 * Perhaps incorrectly, but I'm making the assumption that exclude 2033 * Perhaps incorrectly, but I'm making the assumption that exclude
2372 * is actually want is going to try and move there. We need this info 2034 * is actually want is going to try and move there. We need this info
2373 * because we have to know what movement the thing looking to move 2035 * because we have to know what movement the thing looking to move
2374 * there is capable of. 2036 * there is capable of.
2375 */ 2037 */
2376
2377int 2038int
2378find_dir (mapstruct *m, int x, int y, object *exclude) 2039find_dir (maptile *m, int x, int y, object *exclude)
2379{ 2040{
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags; 2041 int i, max = SIZEOFFREE, mflags;
2383 sint16 2042
2384 nx, 2043 sint16 nx, ny;
2385 ny;
2386 object * 2044 object *tmp;
2387 tmp; 2045 maptile *mp;
2388 mapstruct * 2046
2389 mp; 2047 MoveType blocked, move_type;
2390 MoveType
2391 blocked,
2392 move_type;
2393 2048
2394 if (exclude && exclude->head) 2049 if (exclude && exclude->head)
2395 { 2050 {
2396 exclude = exclude->head; 2051 exclude = exclude->head;
2397 move_type = exclude->move_type; 2052 move_type = exclude->move_type;
2407 mp = m; 2062 mp = m;
2408 nx = x + freearr_x[i]; 2063 nx = x + freearr_x[i];
2409 ny = y + freearr_y[i]; 2064 ny = y + freearr_y[i];
2410 2065
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2066 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2067
2412 if (mflags & P_OUT_OF_MAP) 2068 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i]; 2069 max = maxfree[i];
2415 }
2416 else 2070 else
2417 { 2071 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2072 mapspace &ms = mp->at (nx, ny);
2073
2074 blocked = ms.move_block;
2419 2075
2420 if ((move_type & blocked) == move_type) 2076 if ((move_type & blocked) == move_type)
2421 {
2422 max = maxfree[i]; 2077 max = maxfree[i];
2423 }
2424 else if (mflags & P_IS_ALIVE) 2078 else if (mflags & P_IS_ALIVE)
2425 { 2079 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2080 for (tmp = ms.bot; tmp; tmp = tmp->above)
2427 { 2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2082 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429 {
2430 break; 2083 break;
2431 } 2084
2432 }
2433 if (tmp) 2085 if (tmp)
2434 {
2435 return freedir[i]; 2086 return freedir[i];
2436 }
2437 } 2087 }
2438 } 2088 }
2439 } 2089 }
2090
2440 return 0; 2091 return 0;
2441} 2092}
2442 2093
2443/* 2094/*
2444 * distance(object 1, object 2) will return the square of the 2095 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects. 2096 * distance between the two given objects.
2446 */ 2097 */
2447
2448int 2098int
2449distance (const object *ob1, const object *ob2) 2099distance (const object *ob1, const object *ob2)
2450{ 2100{
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2101 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456} 2102}
2457 2103
2458/* 2104/*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which 2105 * find_dir_2(delta-x,delta-y) will return a direction in which
2460 * an object which has subtracted the x and y coordinates of another 2106 * an object which has subtracted the x and y coordinates of another
2461 * object, needs to travel toward it. 2107 * object, needs to travel toward it.
2462 */ 2108 */
2463
2464int 2109int
2465find_dir_2 (int x, int y) 2110find_dir_2 (int x, int y)
2466{ 2111{
2467 int 2112 int q;
2468 q;
2469 2113
2470 if (y) 2114 if (y)
2471 q = x * 100 / y; 2115 q = x * 100 / y;
2472 else if (x) 2116 else if (x)
2473 q = -300 * x; 2117 q = -300 * x;
2498 2142
2499 return 3; 2143 return 3;
2500} 2144}
2501 2145
2502/* 2146/*
2503 * absdir(int): Returns a number between 1 and 8, which represent
2504 * the "absolute" direction of a number (it actually takes care of
2505 * "overflow" in previous calculations of a direction).
2506 */
2507
2508int
2509absdir (int d)
2510{
2511 while (d < 1)
2512 d += 8;
2513 while (d > 8)
2514 d -= 8;
2515 return d;
2516}
2517
2518/*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2520 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2521 */ 2149 */
2522
2523int 2150int
2524dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2525{ 2152{
2526 int 2153 int d;
2527 d;
2528 2154
2529 d = abs (dir1 - dir2); 2155 d = abs (dir1 - dir2);
2530 if (d > 4) 2156 if (d > 4)
2531 d = 8 - d; 2157 d = 8 - d;
2158
2532 return d; 2159 return d;
2533} 2160}
2534 2161
2535/* peterm: 2162/* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2163 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2539 * This basically means that if direction is 15, then it could either go 2166 * This basically means that if direction is 15, then it could either go
2540 * direction 4, 14, or 16 to get back to where we are. 2167 * direction 4, 14, or 16 to get back to where we are.
2541 * Moved from spell_util.c to object.c with the other related direction 2168 * Moved from spell_util.c to object.c with the other related direction
2542 * functions. 2169 * functions.
2543 */ 2170 */
2544
2545int
2546 reduction_dir[SIZEOFFREE][3] = { 2171int reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */ 2172 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */ 2173 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */ 2174 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */ 2175 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */ 2176 {0, 0, 0}, /* 4 */
2599 * find a path to that monster that we found. If not, 2224 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we 2225 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it 2226 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW 2227 * Modified to be map tile aware -.MSW
2603 */ 2228 */
2604
2605
2606int 2229int
2607can_see_monsterP (mapstruct *m, int x, int y, int dir) 2230can_see_monsterP (maptile *m, int x, int y, int dir)
2608{ 2231{
2609 sint16 2232 sint16 dx, dy;
2610 dx,
2611 dy;
2612 int
2613 mflags; 2233 int mflags;
2614 2234
2615 if (dir < 0) 2235 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */ 2236 return 0; /* exit condition: invalid direction */
2617 2237
2618 dx = x + freearr_x[dir]; 2238 dx = x + freearr_x[dir];
2631 return 0; 2251 return 0;
2632 2252
2633 /* yes, can see. */ 2253 /* yes, can see. */
2634 if (dir < 9) 2254 if (dir < 9)
2635 return 1; 2255 return 1;
2256
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2257 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2258 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2259 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638} 2260}
2639
2640
2641 2261
2642/* 2262/*
2643 * can_pick(picker, item): finds out if an object is possible to be 2263 * can_pick(picker, item): finds out if an object is possible to be
2644 * picked up by the picker. Returnes 1 if it can be 2264 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0. 2265 * picked up, otherwise 0.
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2276 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2277 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2658 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2278 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2659} 2279}
2660 2280
2661
2662/* 2281/*
2663 * create clone from object to another 2282 * create clone from object to another
2664 */ 2283 */
2665object * 2284object *
2666object_create_clone (object *asrc) 2285object_create_clone (object *asrc)
2667{ 2286{
2668 object *
2669 dst = NULL, *tmp, *src, *part, *prev, *item; 2287 object *dst = 0, *tmp, *src, *part, *prev, *item;
2670 2288
2671 if (!asrc) 2289 if (!asrc)
2672 return NULL; 2290 return 0;
2291
2673 src = asrc; 2292 src = asrc;
2674 if (src->head) 2293 if (src->head)
2675 src = src->head; 2294 src = src->head;
2676 2295
2677 prev = NULL; 2296 prev = 0;
2678 for (part = src; part; part = part->more) 2297 for (part = src; part; part = part->more)
2679 { 2298 {
2680 tmp = get_object (); 2299 tmp = part->clone ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x; 2300 tmp->x -= src->x;
2683 tmp->y -= src->y; 2301 tmp->y -= src->y;
2302
2684 if (!part->head) 2303 if (!part->head)
2685 { 2304 {
2686 dst = tmp; 2305 dst = tmp;
2687 tmp->head = NULL; 2306 tmp->head = 0;
2688 } 2307 }
2689 else 2308 else
2690 {
2691 tmp->head = dst; 2309 tmp->head = dst;
2692 } 2310
2693 tmp->more = NULL; 2311 tmp->more = 0;
2312
2694 if (prev) 2313 if (prev)
2695 prev->more = tmp; 2314 prev->more = tmp;
2315
2696 prev = tmp; 2316 prev = tmp;
2697 } 2317 }
2698 2318
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below) 2319 for (item = src->inv; item; item = item->below)
2701 {
2702 (void) insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704 2321
2705 return dst; 2322 return dst;
2706} 2323}
2707 2324
2708/* return true if the object was destroyed, 0 otherwise */
2709int
2710was_destroyed (const object *op, tag_t old_tag)
2711{
2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713 * robust */
2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715}
2716
2717/* GROS - Creates an object using a string representing its content. */ 2325/* GROS - Creates an object using a string representing its content. */
2718
2719/* Basically, we save the content of the string to a temp file, then call */ 2326/* Basically, we save the content of the string to a temp file, then call */
2720
2721/* load_object on it. I admit it is a highly inefficient way to make things, */ 2327/* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2723/* but it was simple to make and allows reusing the load_object function. */ 2328/* but it was simple to make and allows reusing the load_object function. */
2724
2725/* Remember not to use load_object_str in a time-critical situation. */ 2329/* Remember not to use load_object_str in a time-critical situation. */
2726
2727/* Also remember that multiparts objects are not supported for now. */ 2330/* Also remember that multiparts objects are not supported for now. */
2728
2729object * 2331object *
2730load_object_str (const char *obstr) 2332load_object_str (const char *obstr)
2731{ 2333{
2732 object * 2334 object *op;
2733 op;
2734 char
2735 filename[MAX_BUF]; 2335 char filename[MAX_BUF];
2736 2336
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738 2338
2739 FILE *
2740 tempfile = fopen (filename, "w"); 2339 FILE *tempfile = fopen (filename, "w");
2741 2340
2742 if (tempfile == NULL) 2341 if (tempfile == NULL)
2743 { 2342 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n"); 2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL; 2344 return NULL;
2746 }; 2345 }
2346
2747 fprintf (tempfile, obstr); 2347 fprintf (tempfile, obstr);
2748 fclose (tempfile); 2348 fclose (tempfile);
2749 2349
2750 op = get_object (); 2350 op = object::create ();
2751 2351
2752 object_thawer 2352 object_thawer thawer (filename);
2753 thawer (filename);
2754 2353
2755 if (thawer) 2354 if (thawer)
2756 load_object (thawer, op, 0); 2355 load_object (thawer, op, 0);
2757 2356
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2357 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2766 * returns NULL if no match. 2365 * returns NULL if no match.
2767 */ 2366 */
2768object * 2367object *
2769find_obj_by_type_subtype (const object *who, int type, int subtype) 2368find_obj_by_type_subtype (const object *who, int type, int subtype)
2770{ 2369{
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below) 2370 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype) 2371 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp; 2372 return tmp;
2777 2373
2778 return NULL; 2374 return 0;
2779} 2375}
2780 2376
2781/* If ob has a field named key, return the link from the list, 2377/* If ob has a field named key, return the link from the list,
2782 * otherwise return NULL. 2378 * otherwise return NULL.
2783 * 2379 *
2785 * do the desired thing. 2381 * do the desired thing.
2786 */ 2382 */
2787key_value * 2383key_value *
2788get_ob_key_link (const object *ob, const char *key) 2384get_ob_key_link (const object *ob, const char *key)
2789{ 2385{
2790 key_value *
2791 link;
2792
2793 for (link = ob->key_values; link != NULL; link = link->next) 2386 for (key_value *link = ob->key_values; link; link = link->next)
2794 {
2795 if (link->key == key) 2387 if (link->key == key)
2796 {
2797 return link; 2388 return link;
2798 }
2799 }
2800 2389
2801 return NULL; 2390 return 0;
2802} 2391}
2803 2392
2804/* 2393/*
2805 * Returns the value of op has an extra_field for key, or NULL. 2394 * Returns the value of op has an extra_field for key, or NULL.
2806 * 2395 *
2809 * The returned string is shared. 2398 * The returned string is shared.
2810 */ 2399 */
2811const char * 2400const char *
2812get_ob_key_value (const object *op, const char *const key) 2401get_ob_key_value (const object *op, const char *const key)
2813{ 2402{
2814 key_value * 2403 key_value *link;
2815 link; 2404 shstr_cmp canonical_key (key);
2816 const char *
2817 canonical_key;
2818 2405
2819 canonical_key = shstr::find (key);
2820
2821 if (canonical_key == NULL) 2406 if (!canonical_key)
2822 { 2407 {
2823 /* 1. There being a field named key on any object 2408 /* 1. There being a field named key on any object
2824 * implies there'd be a shared string to find. 2409 * implies there'd be a shared string to find.
2825 * 2. Since there isn't, no object has this field. 2410 * 2. Since there isn't, no object has this field.
2826 * 3. Therefore, *this* object doesn't have this field. 2411 * 3. Therefore, *this* object doesn't have this field.
2827 */ 2412 */
2828 return NULL; 2413 return 0;
2829 } 2414 }
2830 2415
2831 /* This is copied from get_ob_key_link() above - 2416 /* This is copied from get_ob_key_link() above -
2832 * only 4 lines, and saves the function call overhead. 2417 * only 4 lines, and saves the function call overhead.
2833 */ 2418 */
2834 for (link = op->key_values; link != NULL; link = link->next) 2419 for (link = op->key_values; link; link = link->next)
2835 {
2836 if (link->key == canonical_key) 2420 if (link->key == canonical_key)
2837 {
2838 return link->value; 2421 return link->value;
2839 } 2422
2840 }
2841 return NULL; 2423 return 0;
2842} 2424}
2843 2425
2844 2426
2845/* 2427/*
2846 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2853 * Returns TRUE on success. 2435 * Returns TRUE on success.
2854 */ 2436 */
2855int 2437int
2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{ 2439{
2858 key_value *
2859 field = NULL, *last = NULL; 2440 key_value *field = NULL, *last = NULL;
2860 2441
2861 for (field = op->key_values; field != NULL; field = field->next) 2442 for (field = op->key_values; field != NULL; field = field->next)
2862 { 2443 {
2863 if (field->key != canonical_key) 2444 if (field->key != canonical_key)
2864 { 2445 {
2882 if (last) 2463 if (last)
2883 last->next = field->next; 2464 last->next = field->next;
2884 else 2465 else
2885 op->key_values = field->next; 2466 op->key_values = field->next;
2886 2467
2887 delete
2888 field; 2468 delete field;
2889 } 2469 }
2890 } 2470 }
2891 return TRUE; 2471 return TRUE;
2892 } 2472 }
2893 /* IF we get here, key doesn't exist */ 2473 /* IF we get here, key doesn't exist */
2894 2474
2895 /* No field, we'll have to add it. */ 2475 /* No field, we'll have to add it. */
2896 2476
2897 if (!add_key) 2477 if (!add_key)
2898 {
2899 return FALSE; 2478 return FALSE;
2900 } 2479
2901 /* There isn't any good reason to store a null 2480 /* There isn't any good reason to store a null
2902 * value in the key/value list. If the archetype has 2481 * value in the key/value list. If the archetype has
2903 * this key, then we should also have it, so shouldn't 2482 * this key, then we should also have it, so shouldn't
2904 * be here. If user wants to store empty strings, 2483 * be here. If user wants to store empty strings,
2905 * should pass in "" 2484 * should pass in ""
2928 * Returns TRUE on success. 2507 * Returns TRUE on success.
2929 */ 2508 */
2930int 2509int
2931set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2510set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932{ 2511{
2933 shstr
2934 key_ (key); 2512 shstr key_ (key);
2935 2513
2936 return set_ob_key_value_s (op, key_, value, add_key); 2514 return set_ob_key_value_s (op, key_, value, add_key);
2937} 2515}
2516
2517object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container)
2519{
2520 while (item->inv)
2521 item = item->inv;
2522}
2523
2524void
2525object::depth_iterator::next ()
2526{
2527 if (item->below)
2528 {
2529 item = item->below;
2530
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534 else
2535 item = item->env;
2536}
2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2567// return a suitable string describing an object in enough detail to find it
2568const char *
2569object::debug_desc (char *info) const
2570{
2571 char flagdesc[512];
2572 char info2[256 * 4];
2573 char *p = info;
2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq,
2577 &name,
2578 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2581
2582 if (env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584
2585 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587
2588 return info;
2589}
2590
2591const char *
2592object::debug_desc () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604

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