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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.184 by root, Wed Aug 22 20:46:46 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h> 33#include <sproto.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
42short 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,
43 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
44}; 47};
45short 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,
51int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
52 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,
53 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
54}; 57};
55 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
56/* 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. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * 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
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 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)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 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)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* 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
128 * 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
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
176 (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)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* 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
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* 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
205 * 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
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
224 return 0; 299 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0; 301 return 0;
227 } 302 }
228 303
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
231 { 305 {
232 ob1->optimise (); 306 ob1->optimise ();
233 ob2->optimise (); 307 ob2->optimise ();
234 308
235 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
236 return 0; 311 return 0;
237 } 312 }
238 313
239 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
240 return 1; 315 return 1;
241} 316}
249sum_weight (object *op) 324sum_weight (object *op)
250{ 325{
251 long sum; 326 long sum;
252 object *inv; 327 object *inv;
253 328
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
333
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 335 }
336
260 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
262 if (op->carrying != sum) 340 if (op->carrying != sum)
263 op->carrying = sum; 341 op->carrying = sum;
342
264 return sum; 343 return sum;
265} 344}
266 345
267/** 346/**
268 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
275 op = op->env; 354 op = op->env;
276 return op; 355 return op;
277} 356}
278 357
279/* 358/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 360 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
298 */ 362 */
299 363char *
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 op->write (freezer);
368{ 371 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 372}
377 373
378/* 374/*
379 * 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
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
382 */ 378 */
383
384object * 379object *
385get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
386{ 381{
387 object *tmp, *closest; 382 object *tmp, *closest;
388 int last_dist, i; 383 int last_dist, i;
396} 391}
397 392
398/* 393/*
399 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
400 */ 395 */
401
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break;
410 return op; 401 return op;
402
403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
417 */ 410 */
418
419object * 411object *
420find_object_name (const char *str) 412find_object_name (const char *str)
421{ 413{
422 const char *name = shstr::find (str); 414 shstr_cmp str_ (str);
423 object *op; 415 object *op;
424 416
425 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
426 if (&op->name == name) 418 if (op->name == str_)
427 break; 419 break;
428 420
429 return op; 421 return op;
430} 422}
431 423
434{ 426{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436} 428}
437 429
438/* 430/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457}
458
459/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
462 */ 434 */
463void 435void
464object::set_owner (object *owner) 436object::set_owner (object *owner)
465{ 437{
438 // allow objects which own objects
466 if (!owner) 439 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 440 while (owner->owner)
477 owner = owner->owner; 441 owner = owner->owner;
478 442
479 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
480} 510}
481 511
482/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 513 * refcounts and freeing the links.
484 */ 514 */
485static void 515static void
486free_key_values (object *op) 516free_key_values (object *op)
487{ 517{
488 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
489 { 519 {
490 key_value *next = i->next; 520 key_value *next = i->next;
491 delete i; 521 delete i;
492 522
493 i = next; 523 i = next;
494 } 524 }
495 525
496 op->key_values = 0; 526 op->key_values = 0;
497} 527}
498 528
499void object::clear () 529object &
530object::operator =(const object &src)
500{ 531{
501 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
502 534
503 free_key_values (this); 535 *(object_copy *)this = src;
504 536
505 owner = 0; 537 flag [FLAG_FREED] = is_freed;
506 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/*
552 * copy object first frees everything allocated by the second object,
553 * and then copies the contends of the first object into the second
554 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object
557 * will point at garbage.
558 */
559void
560copy_object (object *op2, object *op)
561{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
564
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 539
575 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
576 if (op2->key_values) 541 if (src.key_values)
577 { 542 {
578 key_value *tail = 0; 543 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 544 key_values = 0;
582 545
583 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
584 { 547 {
585 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
586 549
587 new_link->next = 0; 550 new_link->next = 0;
588 new_link->key = i->key; 551 new_link->key = i->key;
589 new_link->value = i->value; 552 new_link->value = i->value;
590 553
591 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
592 if (!op->key_values) 555 if (!key_values)
593 { 556 {
594 op->key_values = new_link; 557 key_values = new_link;
595 tail = new_link; 558 tail = new_link;
596 } 559 }
597 else 560 else
598 { 561 {
599 tail->next = new_link; 562 tail->next = new_link;
600 tail = new_link; 563 tail = new_link;
601 } 564 }
602 } 565 }
603 } 566 }
567}
604 568
605 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left = speed_left - rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
606} 613}
607 614
608/* 615/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
612 */ 619 */
613
614void 620void
615update_turn_face (object *op) 621update_turn_face (object *op)
616{ 622{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 624 return;
625
619 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
621} 628}
622 629
623/* 630/*
624 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
627 */ 634 */
628void 635void
629update_ob_speed (object *op) 636object::set_speed (float speed)
630{ 637{
631 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 639 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 641 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 642 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 643
656 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 645
660 if (op->active_next != NULL) 646 if (has_active_speed ())
661 op->active_next->active_prev = op; 647 activate ();
662
663 active_objects = op;
664 }
665 else 648 else
666 { 649 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 650}
690 651
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 652/*
723 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 656 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
730 * 660 *
731 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 662 * current action are:
737 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
742 */ 668 */
743
744void 669void
745update_object (object *op, int action) 670update_object (object *op, int action)
746{ 671{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) 672 if (op == NULL)
751 { 673 {
752 /* this should never happen */ 674 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 676 return;
755 } 677 }
756 678
757 if (op->env != NULL) 679 if (op->env)
758 { 680 {
759 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
760 * to do in this case. 682 * to do in this case.
761 */ 683 */
762 return; 684 return;
767 */ 689 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 691 return;
770 692
771 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 695 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 697#ifdef MANY_CORES
776 abort (); 698 abort ();
777#endif 699#endif
778 return; 700 return;
779 } 701 }
780 702
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
788 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
789 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 720 * to have move_allow right now.
813 */ 721 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 724 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 725 }
820 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 728 * that is being removed.
823 */ 729 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 731 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
828 else 734 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 736
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 737 if (op->more)
838 update_object (op->more, action); 738 update_object (op->more, action);
839}
840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858} 739}
859 740
860object::object () 741object::object ()
861{ 742{
862 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
863 744
864 expmul = 1.0; 745 expmul = 1.0;
865 face = blank_face; 746 face = blank_face;
866 attacked_by_count = -1;
867} 747}
868 748
869object::~object () 749object::~object ()
870{ 750{
751 unlink ();
752
871 free_key_values (this); 753 free_key_values (this);
872} 754}
873 755
756static int object_count;
757
874void object::link () 758void object::link ()
875{ 759{
760 assert (!index);//D
761 uuid = gen_uuid ();
876 count = ++ob_count; 762 count = ++object_count;
877 763
878 prev = 0; 764 refcnt_inc ();
879 next = objects; 765 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 766}
886 767
887void object::unlink () 768void object::unlink ()
888{ 769{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 770 if (!index)
899 { 771 return;
900 next->prev = prev; 772
901 next = 0; 773 objects.erase (this);
774 refcnt_dec ();
775}
776
777void
778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
902 } 828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
903 833
904 if (this == objects) 834/*
905 objects = next; 835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
906} 882}
907 883
908object *object::create () 884object *object::create ()
909{ 885{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 886 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 887 op->link ();
925 return op; 888 return op;
926} 889}
927 890
928/* 891void
929 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 893{
940 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map;
929 x = 1;
930 y = 1;
931 }
932
933 if (more)
934 {
935 more->destroy ();
936 more = 0;
937 }
938
939 head = 0;
940
941 // clear those pointers that likely might cause circular references
942 owner = 0;
943 enemy = 0;
944 attacked_by = 0;
945 current_weapon = 0;
946}
947
948void
949object::destroy (bool destroy_inventory)
950{
951 if (destroyed ())
941 return; 952 return;
942 953
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 954 if (destroy_inventory)
944 remove_ob (this); 955 destroy_inv (false);
945 956
946 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 957 if (is_head ())
947 remove_friendly_object (this); 958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
948 962
949 SET_FLAG (this, FLAG_FREED); 963 attachable::destroy ();
950
951 if (more)
952 {
953 more->free (free_inventory);
954 more = 0;
955 }
956
957 if (inv)
958 {
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977
978 while (op)
979 {
980 object *tmp = op->below;
981
982 remove_ob (op);
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0;
1000
1001 /* Remove object from the active list */
1002 speed = 0;
1003 update_ob_speed (this);
1004
1005 unlink ();
1006
1007 mortals.push_back (this);
1008} 964}
1009 965
1010/* 966/*
1011 * sub_weight() recursively (outwards) subtracts a number from the 967 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)). 968 * weight of an object (and what is carried by it's environment(s)).
1013 */ 969 */
1014
1015void 970void
1016sub_weight (object *op, signed long weight) 971sub_weight (object *op, signed long weight)
1017{ 972{
1018 while (op != NULL) 973 while (op != NULL)
1019 { 974 {
1020 if (op->type == CONTAINER) 975 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 } 977
1024 op->carrying -= weight; 978 op->carrying -= weight;
1025 op = op->env; 979 op = op->env;
1026 } 980 }
1027} 981}
1028 982
1029/* remove_ob(op): 983/* op->remove ():
1030 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 988 * the previous environment.
1035 * Beware: This function is called from the editor as well!
1036 */ 989 */
1037
1038void 990void
1039remove_ob (object *op) 991object::do_remove ()
1040{ 992{
993 object *tmp, *last = 0;
1041 object * 994 object *otmp;
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046 995
1047 tag_t
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
1059 return; 997 return;
1060 998
1061 SET_FLAG (op, FLAG_REMOVED); 999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this);
1062 1001
1063 if (op->more != NULL) 1002 if (more)
1064 remove_ob (op->more); 1003 more->remove ();
1065 1004
1066 /* 1005 /*
1067 * In this case, the object to be removed is in someones 1006 * In this case, the object to be removed is in someones
1068 * inventory. 1007 * inventory.
1069 */ 1008 */
1070 if (op->env != NULL) 1009 if (env)
1071 { 1010 {
1072 if (op->nrof) 1011 if (nrof)
1073 sub_weight (op->env, op->weight * op->nrof); 1012 sub_weight (env, weight * nrof);
1074 else 1013 else
1075 sub_weight (op->env, op->weight + op->carrying); 1014 sub_weight (env, weight + carrying);
1076 1015
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1016 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1017 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1018 * to save cpu time.
1080 */ 1019 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp); 1021 otmp->update_stats ();
1083 1022
1084 if (op->above != NULL) 1023 if (above)
1085 op->above->below = op->below; 1024 above->below = below;
1086 else 1025 else
1087 op->env->inv = op->below; 1026 env->inv = below;
1088 1027
1089 if (op->below != NULL) 1028 if (below)
1090 op->below->above = op->above; 1029 below->above = above;
1091 1030
1092 /* we set up values so that it could be inserted into 1031 /* we set up values so that it could be inserted into
1093 * the map, but we don't actually do that - it is up 1032 * the map, but we don't actually do that - it is up
1094 * to the caller to decide what we want to do. 1033 * to the caller to decide what we want to do.
1095 */ 1034 */
1096 op->x = op->env->x, op->y = op->env->y; 1035 x = env->x, y = env->y;
1097 op->map = op->env->map; 1036 map = env->map;
1098 op->above = NULL, op->below = NULL; 1037 above = 0, below = 0;
1099 op->env = NULL; 1038 env = 0;
1100 } 1039 }
1101 else if (op->map) 1040 else if (map)
1102 { 1041 {
1103 x = op->x; 1042 if (type == PLAYER)
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106
1107 if (!m)
1108 { 1043 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1044 // leaving a spot always closes any open container on the ground
1110 op->map->path, op->x, op->y); 1045 if (container && !container->env)
1111 /* in old days, we used to set x and y to 0 and continue. 1046 // this causes spurious floorbox updates, but it ensures
1112 * it seems if we get into this case, something is probablye 1047 // that the CLOSE event is being sent.
1113 * screwed up and should be fixed. 1048 close_container ();
1114 */ 1049
1115 abort (); 1050 --map->players;
1051 map->touch ();
1116 } 1052 }
1117 1053
1118 if (op->map != m) 1054 map->dirty = true;
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1055 mapspace &ms = this->ms ();
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */
1125 1056
1126 /* link the object above us */ 1057 /* link the object above us */
1127 if (op->above) 1058 if (above)
1128 op->above->below = op->below; 1059 above->below = below;
1129 else 1060 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
1131 1062
1132 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
1133 if (op->below) 1064 if (below)
1134 op->below->above = op->above; 1065 below->above = above;
1135 else 1066 else
1136 { 1067 {
1137 /* Nothing below, which means we need to relink map object for this space 1068 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is 1069 * use translated coordinates in case some oddness with map tiling is
1139 * evident 1070 * evident
1140 */ 1071 */
1141 if (GET_MAP_OB (m, x, y) != op) 1072 if (GET_MAP_OB (map, x, y) != this)
1142 {
1143 dump_object (op);
1144 LOG (llevError,
1145 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1073 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 ());
1146 dump_object (GET_MAP_OB (m, x, y));
1147 LOG (llevError, "%s\n", errmsg);
1148 }
1149 1074
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1151 } 1076 }
1152 1077
1153 op->above = 0; 1078 above = 0;
1154 op->below = 0; 1079 below = 0;
1155 1080
1156 if (op->map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1157 return; 1082 return;
1158 1083
1159 tag = op->count; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161 1085
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1163 { 1099 {
1164 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1165 * being removed. 1101 * being removed.
1166 */ 1102 */
1167 1103
1168 if (tmp->type == PLAYER && tmp != op) 1104 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 { 1108 {
1170 /* If a container that the player is currently using somehow gets 1109 move_apply (tmp, this, 0);
1171 * removed (most likely destroyed), update the player view
1172 * appropriately.
1173 */
1174 if (tmp->container == op)
1175 {
1176 CLEAR_FLAG (op, FLAG_APPLIED);
1177 tmp->container = NULL;
1178 }
1179 1110
1180 tmp->contr->socket.update_look = 1; 1111 if (destroyed ())
1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1181 } 1113 }
1182
1183 /* See if player moving off should effect something */
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 {
1186 move_apply (tmp, op, NULL);
1187
1188 if (was_destroyed (op, tag))
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1191 }
1192 }
1193
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195
1196 if (tmp->above == tmp)
1197 tmp->above = NULL;
1198 1114
1199 last = tmp; 1115 last = tmp;
1200 } 1116 }
1201 1117
1202 /* last == NULL of there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1203 if (last == NULL) 1120 if (!last)
1204 { 1121 map->at (x, y).flags_ = 0;
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else 1122 else
1214 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1215 1124
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1217 update_all_los (op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1218 } 1127 }
1219} 1128}
1220 1129
1221/* 1130/*
1222 * merge_ob(op,top): 1131 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1134 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1227 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1228 */ 1137 */
1229
1230object * 1138object *
1231merge_ob (object *op, object *top) 1139merge_ob (object *op, object *top)
1232{ 1140{
1233 if (!op->nrof) 1141 if (!op->nrof)
1234 return 0; 1142 return 0;
1235 1143
1236 if (top == NULL) 1144 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1145 for (top = op; top && top->above; top = top->above)
1146 ;
1238 1147
1239 for (; top != NULL; top = top->below) 1148 for (; top; top = top->below)
1240 { 1149 {
1241 if (top == op) 1150 if (top == op)
1242 continue; 1151 continue;
1243 if (CAN_MERGE (op, top)) 1152
1153 if (object::can_merge (op, top))
1244 { 1154 {
1245 top->nrof += op->nrof; 1155 top->nrof += op->nrof;
1246 1156
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1158 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1159 op->destroy ();
1250 free_object (op);
1251 return top; 1160 return top;
1252 } 1161 }
1253 } 1162 }
1254 1163
1255 return NULL; 1164 return 0;
1256} 1165}
1257 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1258/* 1190/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1261 */ 1193 */
1262object * 1194object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1196{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1198 {
1272 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1274 } 1201 }
1275 1202
1276 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1277} 1204}
1278 1205
1294 * Return value: 1221 * Return value:
1295 * new object if 'op' was merged with other object 1222 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1223 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1224 * just 'op' otherwise
1298 */ 1225 */
1299
1300object * 1226object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1303 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1304 sint16 x, y;
1305 1232
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318 1234
1319 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1320 { 1236 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1323#ifdef MANY_CORES 1238#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1241 * improperly inserted.
1327 */ 1242 */
1328 abort (); 1243 abort ();
1329#endif 1244#endif
1330 return op; 1245 return op;
1331 } 1246 }
1332 1247
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1334 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op; 1250 return 0;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369 1251
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1253
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1256 * need extra work
1375 */ 1257 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1259 return 0;
1378 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1379 1263
1380 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1381 */ 1265 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1268 if (object::can_merge (op, tmp))
1385 { 1269 {
1386 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1271 tmp->destroy ();
1388 free_object (tmp);
1389 } 1272 }
1390 1273
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1275 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1276
1406 op->below = originator->below; 1289 op->below = originator->below;
1407 1290
1408 if (op->below) 1291 if (op->below)
1409 op->below->above = op; 1292 op->below->above = op;
1410 else 1293 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1294 ms.bot = op;
1412 1295
1413 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1414 originator->below = op; 1297 originator->below = op;
1415 } 1298 }
1416 else 1299 else
1417 { 1300 {
1301 top = ms.bot;
1302
1418 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1420 { 1305 {
1421 object *last = NULL; 1306 object *last = 0;
1422 1307
1423 /* 1308 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1311 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1434 */ 1319 */
1435 1320 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1321 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1323 floor = top;
1440 1324
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1328 top = top->below;
1445 break; 1329 break;
1446 } 1330 }
1447 1331
1448 last = top; 1332 last = top;
1449 top = top->above;
1450 } 1333 }
1451 1334
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1336 top = last;
1454 1337
1456 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1458 */ 1341 */
1459 1342
1460 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1347 * stacking is a bit odd.
1465 */ 1348 */
1466 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1468 { 1352 {
1469 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1355 break;
1356
1472 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1360 * set top to the object below us.
1476 */ 1361 */
1477 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1478 top = last->below; 1363 top = last->below;
1479 } 1364 }
1480 } /* If objects on this space */ 1365 } /* If objects on this space */
1481
1482 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1484 1368
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1370 top = floor;
1487 1371
1488 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1373 */
1490 1374
1491 /* First object on this space */ 1375 /* First object on this space */
1492 if (!top) 1376 if (!top)
1493 { 1377 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1495 1379
1496 if (op->above) 1380 if (op->above)
1497 op->above->below = op; 1381 op->above->below = op;
1498 1382
1499 op->below = NULL; 1383 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1384 ms.bot = op;
1501 } 1385 }
1502 else 1386 else
1503 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1504 op->above = top->above; 1388 op->above = top->above;
1505 1389
1508 1392
1509 op->below = top; 1393 op->below = top;
1510 top->above = op; 1394 top->above = op;
1511 } 1395 }
1512 1396
1513 if (op->above == NULL) 1397 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1398 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1516 1400
1517 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1402 {
1518 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1404 ++op->map->players;
1405 op->map->touch ();
1406 }
1519 1407
1520 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1409
1522 */
1523 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1411 if (object *pl = ms.player ())
1525 if (tmp->type == PLAYER) 1412 pl->contr->ns->floorbox_update ();
1526 tmp->contr->socket.update_look = 1;
1527 1413
1528 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1421 * of effect may be sufficient.
1536 */ 1422 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1539 1425
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1542 1428
1429 INVOKE_OBJECT (INSERT, op);
1430
1543 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1432 * we want to have floorbox_update called before calling this.
1545 * 1433 *
1546 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1435 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1437 * update_object().
1550 */ 1438 */
1551 1439
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1554 { 1442 {
1555 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1556 return NULL; 1444 return 0;
1557 1445
1558 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1447 * walk on's.
1560 */ 1448 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1563 return NULL; 1451 return 0;
1564 } 1452 }
1565 1453
1566 return op; 1454 return op;
1567} 1455}
1568 1456
1569/* this function inserts an object in the map, but if it 1457/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1458 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1459 * op is the object to insert it under: supplies x and the map.
1572 */ 1460 */
1573void 1461void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1463{
1576 object * 1464 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1465
1581 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1582 1467
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1586 { 1470 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1471
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1473
1594 tmp1->x = op->x; 1474 tmp1->x = op->x;
1595 tmp1->y = op->y; 1475 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1597} 1483}
1598 1484
1599/* 1485/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1490 * global static errmsg array.
1605 */ 1491 */
1606
1607object * 1492object *
1608get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1609{ 1494{
1610 object * 1495 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1497
1615 if (orig_ob->nrof < nr) 1498 if (orig_ob->nrof < nr)
1616 { 1499 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1501 return NULL;
1619 } 1502 }
1620 1503
1621 newob = object_create_clone (orig_ob); 1504 newob = object_create_clone (orig_ob);
1622 1505
1623 if ((orig_ob->nrof -= nr) < 1) 1506 if ((orig_ob->nrof -= nr) < 1)
1624 { 1507 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1508 else if (!is_removed)
1630 { 1509 {
1631 if (orig_ob->env != NULL) 1510 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1648 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1650 * 1529 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1531 */
1653
1654object * 1532object *
1655decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1656{ 1534{
1657 object *tmp; 1535 object *tmp;
1658 player *pl;
1659 1536
1660 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1538 return op;
1662 1539
1663 if (i > op->nrof) 1540 if (i > op->nrof)
1664 i = op->nrof; 1541 i = op->nrof;
1665 1542
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1544 op->nrof -= i;
1668 else if (op->env != NULL) 1545 else if (op->env)
1669 { 1546 {
1670 /* is this object in the players inventory, or sub container 1547 /* is this object in the players inventory, or sub container
1671 * therein? 1548 * therein?
1672 */ 1549 */
1673 tmp = is_player_inv (op->env); 1550 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1551 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1552 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1555 * and then searching the map for a player.
1679 */ 1556 */
1680 if (!tmp) 1557 if (!tmp)
1681 { 1558 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1684 break; 1562 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1563 }
1690 1564
1691 if (i < op->nrof) 1565 if (i < op->nrof)
1692 { 1566 {
1693 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1568 op->nrof -= i;
1695 if (tmp) 1569 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1570 esrv_send_item (tmp, op);
1698 }
1699 } 1571 }
1700 else 1572 else
1701 { 1573 {
1702 remove_ob (op); 1574 op->remove ();
1703 op->nrof = 0; 1575 op->nrof = 0;
1704 if (tmp) 1576 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1578 }
1709 } 1579 }
1710 else 1580 else
1711 { 1581 {
1712 object *above = op->above; 1582 object *above = op->above;
1713 1583
1714 if (i < op->nrof) 1584 if (i < op->nrof)
1715 op->nrof -= i; 1585 op->nrof -= i;
1716 else 1586 else
1717 { 1587 {
1718 remove_ob (op); 1588 op->remove ();
1719 op->nrof = 0; 1589 op->nrof = 0;
1720 } 1590 }
1721 1591
1722 /* Since we just removed op, op->above is null */ 1592 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1593 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1594 if (tmp->type == PLAYER)
1725 { 1595 {
1726 if (op->nrof) 1596 if (op->nrof)
1727 esrv_send_item (tmp, op); 1597 esrv_send_item (tmp, op);
1728 else 1598 else
1732 1602
1733 if (op->nrof) 1603 if (op->nrof)
1734 return op; 1604 return op;
1735 else 1605 else
1736 { 1606 {
1737 free_object (op); 1607 op->destroy ();
1738 return NULL; 1608 return 0;
1739 } 1609 }
1740} 1610}
1741 1611
1742/* 1612/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1745 */ 1615 */
1746
1747void 1616void
1748add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1749{ 1618{
1750 while (op != NULL) 1619 while (op != NULL)
1751 { 1620 {
1755 op->carrying += weight; 1624 op->carrying += weight;
1756 op = op->env; 1625 op = op->env;
1757 } 1626 }
1758} 1627}
1759 1628
1629object *
1630insert_ob_in_ob (object *op, object *where)
1631{
1632 if (!where)
1633 {
1634 char *dump = dump_object (op);
1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1636 free (dump);
1637 return op;
1638 }
1639
1640 if (where->head_ () != where)
1641 {
1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1643 where = where->head;
1644 }
1645
1646 return where->insert (op);
1647}
1648
1760/* 1649/*
1761 * insert_ob_in_ob(op,environment): 1650 * env->insert (op)
1762 * This function inserts the object op in the linked list 1651 * This function inserts the object op in the linked list
1763 * inside the object environment. 1652 * inside the object environment.
1764 * 1653 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1772 */ 1656 */
1773
1774object * 1657object *
1775insert_ob_in_ob (object *op, object *where) 1658object::insert (object *op)
1776{ 1659{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1661 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1662
1801 if (op->more) 1663 if (op->more)
1802 { 1664 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1666 return op;
1805 } 1667 }
1806 1668
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1809 if (op->nrof) 1672 if (op->nrof)
1810 { 1673 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1675 if (object::can_merge (tmp, op))
1813 { 1676 {
1814 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1678 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1680 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1681 * tmp->nrof, we need to increase the weight.
1819 */ 1682 */
1820 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1684 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1685 op->destroy (); /* free the inserted object */
1823 op = tmp; 1686 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1687 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1688 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1689 break;
1827 } 1690 }
1828 1691
1829 /* I assume combined objects have no inventory 1692 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1693 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1694 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1695 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1696 * the linking below
1834 */ 1697 */
1835 add_weight (where, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1836 } 1699 }
1837 else 1700 else
1838 add_weight (where, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1839 1702
1840 otmp = is_player_inv (where); 1703 if (object *otmp = this->in_player ())
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1705 otmp->update_stats ();
1845 }
1846 1706
1707 op->owner = 0; // its his/hers now. period.
1847 op->map = NULL; 1708 op->map = 0;
1848 op->env = where; 1709 op->env = this;
1849 op->above = NULL; 1710 op->above = 0;
1850 op->below = NULL; 1711 op->below = 0;
1851 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1852 1713
1853 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1715 if (op->glow_radius && map)
1855 { 1716 {
1856#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1720 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1721 update_all_los (map, x, y);
1861 } 1722 }
1862 1723
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1725 * It sure simplifies this function...
1865 */ 1726 */
1866 if (where->inv == NULL) 1727 if (!inv)
1867 where->inv = op; 1728 inv = op;
1868 else 1729 else
1869 { 1730 {
1870 op->below = where->inv; 1731 op->below = inv;
1871 op->below->above = op; 1732 op->below->above = op;
1872 where->inv = op; 1733 inv = op;
1873 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1737
1874 return op; 1738 return op;
1875} 1739}
1876 1740
1877/* 1741/*
1878 * Checks if any objects has a move_type that matches objects 1742 * Checks if any objects has a move_type that matches objects
1892 * 1756 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1759 * on top.
1896 */ 1760 */
1897
1898int 1761int
1899check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1900{ 1763{
1901 object * 1764 object *tmp;
1902 tmp; 1765 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1766 int x = op->x, y = op->y;
1909 1767
1910 MoveType 1768 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1769
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1771 return 0;
1917
1918 tag = op->count;
1919 1772
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1776
1939 1792
1940 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1942 */ 1795 */
1943 1796
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1798 {
1946 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1801 * we don't need to check all of them.
1949 */ 1802 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1822 {
1970 1823
1971 float 1824 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1826
1974 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1830 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1839 {
1987 move_apply (tmp, op, originator); 1840 move_apply (tmp, op, originator);
1988 1841
1989 if (was_destroyed (op, tag)) 1842 if (op->destroyed ())
1990 return 1; 1843 return 1;
1991 1844
1992 /* what the person/creature stepped onto has moved the object 1845 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1846 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1847 * have a feeling strange problems would result.
2004/* 1857/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
2008 */ 1861 */
2009
2010object * 1862object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1864{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
2017 { 1866 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1868 return NULL;
2020 } 1869 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1872 if (tmp->arch == at)
2023 return tmp; 1873 return tmp;
1874
2024 return NULL; 1875 return NULL;
2025} 1876}
2026 1877
2027/* 1878/*
2028 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2031 */ 1882 */
2032
2033object * 1883object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
2035{ 1885{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
2040 { 1887 {
2041 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1889 return NULL;
2043 } 1890 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1893 if (tmp->type == type)
2046 return tmp; 1894 return tmp;
1895
2047 return NULL; 1896 return NULL;
2048} 1897}
2049 1898
2050/* 1899/*
2051 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2054 */ 1903 */
2055
2056object * 1904object *
2057present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
2058{ 1906{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1908 if (tmp->type == type)
2064 return tmp; 1909 return tmp;
1910
2065 return NULL; 1911 return NULL;
2066} 1912}
2067 1913
2068/* 1914/*
2069 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1923 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1924 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1925 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1926 * to be unique.
2081 */ 1927 */
2082
2083object * 1928object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1930{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1933 return tmp;
2093 } 1934
2094 return NULL; 1935 return 0;
2095} 1936}
2096 1937
2097/* 1938/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2101 */ 1942 */
2102
2103object * 1943object *
2104present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
2105{ 1945{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1947 if (tmp->arch == at)
2111 return tmp; 1948 return tmp;
1949
2112 return NULL; 1950 return NULL;
2113} 1951}
2114 1952
2115/* 1953/*
2116 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2117 */ 1955 */
2118void 1956void
2119flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
2120{ 1958{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1959 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1961 {
2127 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
2129 } 1964 }
2130} /* 1965}
1966
1967/*
2131 * desactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
2132 */ 1969 */
2133void 1970void
2134unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
2135{ 1972{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1973 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1975 {
2142 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2144 } 1978 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1979}
2160 1980
2161/* 1981/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 2000 * customized, changed states, etc.
2181 */ 2001 */
2182
2183int 2002int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 2004{
2186 int
2187 i,
2188 index = 0, flag; 2005 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 2006 int altern[SIZEOFFREE];
2191 2007
2192 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2193 { 2009 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 2011 if (!flag)
2196 altern[index++] = i; 2012 altern [index++] = i;
2197 2013
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2014 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2015 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2016 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2017 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2018 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2019 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2020 * won't look 2 spaces south of the target space.
2205 */ 2021 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 2023 stop = maxfree[i];
2208 } 2024 }
2025
2209 if (!index) 2026 if (!index)
2210 return -1; 2027 return -1;
2028
2211 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2212} 2030}
2213 2031
2214/* 2032/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2035 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2036 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2037 */
2220
2221int 2038int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2039find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2040{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2041 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2043 return i;
2231 } 2044
2232 return -1; 2045 return -1;
2233} 2046}
2234 2047
2235/* 2048/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2049 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2050 * arr[begin..end-1].
2051 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2052 */
2239static void 2053static void
2240permute (int *arr, int begin, int end) 2054permute (int *arr, int begin, int end)
2241{ 2055{
2242 int 2056 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2057 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2058
2253 tmp = arr[i]; 2059 while (--end)
2254 arr[i] = arr[j]; 2060 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2061}
2258 2062
2259/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2068 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2069 */
2266void 2070void
2267get_search_arr (int *search_arr) 2071get_search_arr (int *search_arr)
2268{ 2072{
2269 int 2073 int i;
2270 i;
2271 2074
2272 for (i = 0; i < SIZEOFFREE; i++) 2075 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2076 search_arr[i] = i;
2275 }
2276 2077
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2078 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2079 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2080 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2081}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2090 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2091 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2092 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2093 * there is capable of.
2293 */ 2094 */
2294
2295int 2095int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2096find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2097{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2098 int i, max = SIZEOFFREE, mflags;
2301 2099
2302 sint16 nx, ny; 2100 sint16 nx, ny;
2303 object * 2101 object *tmp;
2304 tmp; 2102 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2103
2308 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2309 2105
2310 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2311 { 2107 {
2312 exclude = exclude->head; 2108 exclude = exclude->head;
2313 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2314 } 2110 }
2315 else 2111 else
2323 mp = m; 2119 mp = m;
2324 nx = x + freearr_x[i]; 2120 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2121 ny = y + freearr_y[i];
2326 2122
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2124
2328 if (mflags & P_OUT_OF_MAP) 2125 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2126 max = maxfree[i];
2331 }
2332 else 2127 else
2333 { 2128 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2129 mapspace &ms = mp->at (nx, ny);
2130
2131 blocked = ms.move_block;
2335 2132
2336 if ((move_type & blocked) == move_type) 2133 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2134 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2341 { 2136 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2345 {
2346 break; 2140 break;
2347 } 2141
2348 }
2349 if (tmp) 2142 if (tmp)
2350 {
2351 return freedir[i]; 2143 return freedir[i];
2352 }
2353 } 2144 }
2354 } 2145 }
2355 } 2146 }
2147
2356 return 0; 2148 return 0;
2357} 2149}
2358 2150
2359/* 2151/*
2360 * distance(object 1, object 2) will return the square of the 2152 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2153 * distance between the two given objects.
2362 */ 2154 */
2363
2364int 2155int
2365distance (const object *ob1, const object *ob2) 2156distance (const object *ob1, const object *ob2)
2366{ 2157{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2158 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2159}
2373 2160
2374/* 2161/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2162 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2163 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2164 * object, needs to travel toward it.
2378 */ 2165 */
2379
2380int 2166int
2381find_dir_2 (int x, int y) 2167find_dir_2 (int x, int y)
2382{ 2168{
2383 int 2169 int q;
2384 q;
2385 2170
2386 if (y) 2171 if (y)
2387 q = x * 100 / y; 2172 q = x * 100 / y;
2388 else if (x) 2173 else if (x)
2389 q = -300 * x; 2174 q = -300 * x;
2414 2199
2415 return 3; 2200 return 3;
2416} 2201}
2417 2202
2418/* 2203/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2206 */
2438
2439int 2207int
2440dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2441{ 2209{
2442 int 2210 int d;
2443 d;
2444 2211
2445 d = abs (dir1 - dir2); 2212 d = abs (dir1 - dir2);
2446 if (d > 4) 2213 if (d > 4)
2447 d = 8 - d; 2214 d = 8 - d;
2215
2448 return d; 2216 return d;
2449} 2217}
2450 2218
2451/* peterm: 2219/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2220 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2223 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2224 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2225 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2226 * functions.
2459 */ 2227 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2228int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2229 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2230 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2231 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2232 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2233 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2281 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2282 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2283 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2284 * Modified to be map tile aware -.MSW
2519 */ 2285 */
2520
2521
2522int 2286int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2287can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2288{
2525 sint16 dx, dy; 2289 sint16 dx, dy;
2526 int
2527 mflags; 2290 int mflags;
2528 2291
2529 if (dir < 0) 2292 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2293 return 0; /* exit condition: invalid direction */
2531 2294
2532 dx = x + freearr_x[dir]; 2295 dx = x + freearr_x[dir];
2545 return 0; 2308 return 0;
2546 2309
2547 /* yes, can see. */ 2310 /* yes, can see. */
2548 if (dir < 9) 2311 if (dir < 9)
2549 return 1; 2312 return 1;
2313
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2314 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2316 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2317}
2553
2554
2555 2318
2556/* 2319/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2320 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2321 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2322 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2325 * core dumps if they do.
2563 * 2326 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2328 */
2566
2567int 2329int
2568can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2569{ 2331{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2335}
2574 2336
2575
2576/* 2337/*
2577 * create clone from object to another 2338 * create clone from object to another
2578 */ 2339 */
2579object * 2340object *
2580object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2581{ 2342{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2584 2344
2585 if (!asrc) 2345 if (!asrc)
2586 return NULL; 2346 return 0;
2587 src = asrc; 2347
2588 if (src->head)
2589 src = src->head; 2348 src = asrc->head_ ();
2590 2349
2591 prev = NULL; 2350 prev = 0;
2592 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2593 { 2352 {
2594 tmp = get_object (); 2353 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2354 tmp->x -= src->x;
2597 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2598 if (!part->head) 2357 if (!part->head)
2599 { 2358 {
2600 dst = tmp; 2359 dst = tmp;
2601 tmp->head = NULL; 2360 tmp->head = 0;
2602 } 2361 }
2603 else 2362 else
2604 {
2605 tmp->head = dst; 2363 tmp->head = dst;
2606 } 2364
2607 tmp->more = NULL; 2365 tmp->more = 0;
2366
2608 if (prev) 2367 if (prev)
2609 prev->more = tmp; 2368 prev->more = tmp;
2369
2610 prev = tmp; 2370 prev = tmp;
2611 } 2371 }
2612 2372
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2375
2619 return dst; 2376 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2377}
2676 2378
2677/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2380 * has the same type and subtype match.
2679 * returns NULL if no match. 2381 * returns NULL if no match.
2680 */ 2382 */
2681object * 2383object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2384find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2385{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2386 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2387 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2388 return tmp;
2690 2389
2691 return NULL; 2390 return 0;
2692} 2391}
2693 2392
2694/* If ob has a field named key, return the link from the list, 2393/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2394 * otherwise return NULL.
2696 * 2395 *
2698 * do the desired thing. 2397 * do the desired thing.
2699 */ 2398 */
2700key_value * 2399key_value *
2701get_ob_key_link (const object *ob, const char *key) 2400get_ob_key_link (const object *ob, const char *key)
2702{ 2401{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2402 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2403 if (link->key == key)
2709 {
2710 return link; 2404 return link;
2711 }
2712 }
2713 2405
2714 return NULL; 2406 return 0;
2715} 2407}
2716 2408
2717/* 2409/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2410 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2411 *
2722 * The returned string is shared. 2414 * The returned string is shared.
2723 */ 2415 */
2724const char * 2416const char *
2725get_ob_key_value (const object *op, const char *const key) 2417get_ob_key_value (const object *op, const char *const key)
2726{ 2418{
2727 key_value * 2419 key_value *link;
2728 link; 2420 shstr_cmp canonical_key (key);
2729 const char *
2730 canonical_key;
2731 2421
2732 canonical_key = shstr::find (key);
2733
2734 if (canonical_key == NULL) 2422 if (!canonical_key)
2735 { 2423 {
2736 /* 1. There being a field named key on any object 2424 /* 1. There being a field named key on any object
2737 * implies there'd be a shared string to find. 2425 * implies there'd be a shared string to find.
2738 * 2. Since there isn't, no object has this field. 2426 * 2. Since there isn't, no object has this field.
2739 * 3. Therefore, *this* object doesn't have this field. 2427 * 3. Therefore, *this* object doesn't have this field.
2740 */ 2428 */
2741 return NULL; 2429 return 0;
2742 } 2430 }
2743 2431
2744 /* This is copied from get_ob_key_link() above - 2432 /* This is copied from get_ob_key_link() above -
2745 * only 4 lines, and saves the function call overhead. 2433 * only 4 lines, and saves the function call overhead.
2746 */ 2434 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2435 for (link = op->key_values; link; link = link->next)
2748 {
2749 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2750 {
2751 return link->value; 2437 return link->value;
2752 } 2438
2753 }
2754 return NULL; 2439 return 0;
2755} 2440}
2756
2757 2441
2758/* 2442/*
2759 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2760 * 2444 *
2761 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2766 * Returns TRUE on success. 2450 * Returns TRUE on success.
2767 */ 2451 */
2768int 2452int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2454{
2771 key_value *
2772 field = NULL, *last = NULL; 2455 key_value *field = NULL, *last = NULL;
2773 2456
2774 for (field = op->key_values; field != NULL; field = field->next) 2457 for (field = op->key_values; field != NULL; field = field->next)
2775 { 2458 {
2776 if (field->key != canonical_key) 2459 if (field->key != canonical_key)
2777 { 2460 {
2786 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2787 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2788 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2789 * we get this value back again. 2472 * we get this value back again.
2790 */ 2473 */
2791 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2792 field->value = 0; 2475 field->value = 0;
2793 else 2476 else
2794 { 2477 {
2795 if (last) 2478 if (last)
2796 last->next = field->next; 2479 last->next = field->next;
2805 /* IF we get here, key doesn't exist */ 2488 /* IF we get here, key doesn't exist */
2806 2489
2807 /* No field, we'll have to add it. */ 2490 /* No field, we'll have to add it. */
2808 2491
2809 if (!add_key) 2492 if (!add_key)
2810 {
2811 return FALSE; 2493 return FALSE;
2812 } 2494
2813 /* There isn't any good reason to store a null 2495 /* There isn't any good reason to store a null
2814 * value in the key/value list. If the archetype has 2496 * value in the key/value list. If the archetype has
2815 * this key, then we should also have it, so shouldn't 2497 * this key, then we should also have it, so shouldn't
2816 * be here. If user wants to store empty strings, 2498 * be here. If user wants to store empty strings,
2817 * should pass in "" 2499 * should pass in ""
2845 shstr key_ (key); 2527 shstr key_ (key);
2846 2528
2847 return set_ob_key_value_s (op, key_, value, add_key); 2529 return set_ob_key_value_s (op, key_, value, add_key);
2848} 2530}
2849 2531
2532object::depth_iterator::depth_iterator (object *container)
2533: iterator_base (container)
2534{
2535 while (item->inv)
2536 item = item->inv;
2537}
2538
2850void 2539void
2851object::deep_iterator::next () 2540object::depth_iterator::next ()
2852{ 2541{
2853 if (item->inv)
2854 item = item->inv;
2855 else if (item->below) 2542 if (item->below)
2543 {
2856 item = item->below; 2544 item = item->below;
2545
2546 while (item->inv)
2547 item = item->inv;
2548 }
2857 else 2549 else
2858 item = item->env->below; 2550 item = item->env;
2859} 2551}
2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2581// return a suitable string describing an object in enough detail to find it
2582const char *
2583object::debug_desc (char *info) const
2584{
2585 char flagdesc[512];
2586 char info2[256 * 4];
2587 char *p = info;
2588
2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2590 count, uuid.seq,
2591 &name,
2592 title ? "\",title:\"" : "",
2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2595
2596 if (!this->flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598
2599 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601
2602 return info;
2603}
2604
2605const char *
2606object::debug_desc () const
2607{
2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2611 return debug_desc (info [++info_idx % 3]);
2612}
2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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