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Comparing deliantra/server/common/object.C (file contents):
Revision 1.33 by root, Tue Sep 12 00:53:56 2006 UTC vs.
Revision 1.188 by root, Wed Sep 12 11:10:09 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>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
50int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 57};
54 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
55/* 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. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * 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
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 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)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 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)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* 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
127 * 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
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (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)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* 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 */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* 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
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* 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
204 * 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
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
223 return 0; 299 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0; 301 return 0;
226 } 302 }
227 303
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
230 { 305 {
231 ob1->optimise (); 306 ob1->optimise ();
232 ob2->optimise (); 307 ob2->optimise ();
233 308
234 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
235 return 0; 311 return 0;
236 } 312 }
237 313
238 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
239 return 1; 315 return 1;
240} 316}
248sum_weight (object *op) 324sum_weight (object *op)
249{ 325{
250 long sum; 326 long sum;
251 object *inv; 327 object *inv;
252 328
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
254 { 330 {
255 if (inv->inv) 331 if (inv->inv)
256 sum_weight (inv); 332 sum_weight (inv);
333
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 335 }
336
259 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
261 if (op->carrying != sum) 340 if (op->carrying != sum)
262 op->carrying = sum; 341 op->carrying = sum;
342
263 return sum; 343 return sum;
264} 344}
265 345
266/** 346/**
267 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
274 op = op->env; 354 op = op->env;
275 return op; 355 return op;
276} 356}
277 357
278/* 358/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 360 * Some error messages.
296 * 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.
297 */ 362 */
298 363char *
299void
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 364dump_object (object *op)
355{ 365{
356 if (op == NULL) 366 if (!op)
357 { 367 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 368
365void 369 object_freezer freezer;
366dump_all_objects (void) 370 op->write (freezer);
367{ 371 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 372}
376 373
377/* 374/*
378 * 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
379 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
381 */ 378 */
382
383object * 379object *
384get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
385{ 381{
386 object *tmp, *closest; 382 object *tmp, *closest;
387 int last_dist, i; 383 int last_dist, i;
395} 391}
396 392
397/* 393/*
398 * 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.
399 */ 395 */
400
401object * 396object *
402find_object (tag_t i) 397find_object (tag_t i)
403{ 398{
404 object *op; 399 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 400 if (op->count == i)
408 break;
409 return op; 401 return op;
402
403 return 0;
410} 404}
411 405
412/* 406/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
416 */ 410 */
417
418object * 411object *
419find_object_name (const char *str) 412find_object_name (const char *str)
420{ 413{
421 const char *name = shstr::find (str); 414 shstr_cmp str_ (str);
422 object *op; 415 object *op;
423 416
424 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
425 if (&op->name == name) 418 if (op->name == str_)
426 break; 419 break;
427 420
428 return op; 421 return op;
429} 422}
430 423
433{ 426{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435} 428}
436 429
437/* 430/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456}
457
458/*
459 * 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
460 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
461 */ 434 */
462void 435void
463object::set_owner (object *owner) 436object::set_owner (object *owner)
464{ 437{
438 // allow objects which own objects
465 if (!owner) 439 if (owner)
466 return;
467
468 /* next line added to allow objects which own objects */
469 /* Add a check for ownercounts in here, as I got into an endless loop
470 * with the fireball owning a poison cloud which then owned the
471 * fireball. I believe that was caused by one of the objects getting
472 * freed and then another object replacing it. Since the ownercounts
473 * didn't match, this check is valid and I believe that cause is valid.
474 */
475 while (owner->owner) 440 while (owner->owner)
476 owner = owner->owner; 441 owner = owner->owner;
477 442
478 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;
479} 510}
480 511
481/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
482 * refcounts and freeing the links. 513 * refcounts and freeing the links.
483 */ 514 */
484static void 515static void
485free_key_values (object *op) 516free_key_values (object *op)
486{ 517{
487 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
488 { 519 {
489 key_value *next = i->next; 520 key_value *next = i->next;
490 delete i; 521 delete i;
491 522
492 i = next; 523 i = next;
493 } 524 }
494 525
495 op->key_values = 0; 526 op->key_values = 0;
496} 527}
497 528
498void object::clear () 529object &
530object::operator =(const object &src)
499{ 531{
500 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
501 534
502 free_key_values (this); 535 *(object_copy *)this = src;
503 536
504 owner = 0; 537 flag [FLAG_FREED] = is_freed;
505 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/*
551 * copy object first frees everything allocated by the second object,
552 * and then copies the contends of the first object into the second
553 * object, allocating what needs to be allocated. Basically, any
554 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
555 * if the first object is freed, the pointers in the new object
556 * will point at garbage.
557 */
558void
559copy_object (object *op2, object *op)
560{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
563
564 op2->clone (op);
565
566 if (is_freed)
567 SET_FLAG (op, FLAG_FREED);
568 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED);
570
571 if (op2->speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
573 539
574 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
575 if (op2->key_values) 541 if (src.key_values)
576 { 542 {
577 key_value *tail = 0; 543 key_value *tail = 0;
578 key_value *i;
579
580 op->key_values = 0; 544 key_values = 0;
581 545
582 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
583 { 547 {
584 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
585 549
586 new_link->next = 0; 550 new_link->next = 0;
587 new_link->key = i->key; 551 new_link->key = i->key;
588 new_link->value = i->value; 552 new_link->value = i->value;
589 553
590 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
591 if (!op->key_values) 555 if (!key_values)
592 { 556 {
593 op->key_values = new_link; 557 key_values = new_link;
594 tail = new_link; 558 tail = new_link;
595 } 559 }
596 else 560 else
597 { 561 {
598 tail->next = new_link; 562 tail->next = new_link;
599 tail = new_link; 563 tail = new_link;
600 } 564 }
601 } 565 }
602 } 566 }
567}
603 568
604 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 -= 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;
605} 613}
606 614
607/* 615/*
608 * 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
609 * 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
610 * 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.
611 */ 619 */
612
613void 620void
614update_turn_face (object *op) 621update_turn_face (object *op)
615{ 622{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 624 return;
625
618 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
620} 628}
621 629
622/* 630/*
623 * 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
624 * 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.
625 * 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.
626 */ 634 */
627void 635void
628update_ob_speed (object *op) 636object::set_speed (float speed)
629{ 637{
630 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
631
632 /* No reason putting the archetypes objects on the speed list,
633 * since they never really need to be updated.
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 { 639 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 641 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 642 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 643
655 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 645
659 if (op->active_next != NULL) 646 if (has_active_speed ())
660 op->active_next->active_prev = op; 647 activate ();
661
662 active_objects = op;
663 }
664 else 648 else
665 { 649 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 650}
689 651
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 652/*
722 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
724 * 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
725 * invisible object, etc...) 656 * invisible object, etc...)
726 * 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
727 * 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
728 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
729 * 660 *
730 * 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.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 662 * current action are:
736 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
738 * 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
739 * 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.
740 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
741 */ 668 */
742
743void 669void
744update_object (object *op, int action) 670update_object (object *op, int action)
745{ 671{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow;
748
749 if (op == NULL) 672 if (op == NULL)
750 { 673 {
751 /* this should never happen */ 674 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 676 return;
754 } 677 }
755 678
756 if (op->env != NULL) 679 if (op->env)
757 { 680 {
758 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
759 * to do in this case. 682 * to do in this case.
760 */ 683 */
761 return; 684 return;
766 */ 689 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 691 return;
769 692
770 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
771 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)
772 { 695 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 697#ifdef MANY_CORES
775 abort (); 698 abort ();
776#endif 699#endif
777 return; 700 return;
778 } 701 }
779 702
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
787 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
788 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* 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
811 * to have move_allow right now. 720 * to have move_allow right now.
812 */ 721 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 724 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 725 }
819 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 728 * that is being removed.
822 */ 729 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 731 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
827 else 734 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 736
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 737 if (op->more)
837 update_object (op->more, action); 738 update_object (op->more, action);
838}
839
840static unordered_vector<object *> mortals;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size())//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857} 739}
858 740
859object::object () 741object::object ()
860{ 742{
861 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
862 744
863 expmul = 1.0; 745 expmul = 1.0;
864 face = blank_face; 746 face = blank_face;
865 attacked_by_count = -1;
866} 747}
867 748
868object::~object () 749object::~object ()
869{ 750{
751 unlink ();
752
870 free_key_values (this); 753 free_key_values (this);
871} 754}
872 755
756static int object_count;
757
873void object::link () 758void object::link ()
874{ 759{
760 assert (!index);//D
761 uuid = gen_uuid ();
875 count = ++ob_count; 762 count = ++object_count;
876 763
877 prev = 0; 764 refcnt_inc ();
878 next = objects; 765 objects.insert (this);
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884} 766}
885 767
886void object::unlink () 768void object::unlink ()
887{ 769{
888 count = 0;
889
890 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next;
894 prev = 0;
895 }
896
897 if (next) 770 if (!index)
898 { 771 return;
899 next->prev = prev; 772
900 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)
901 } 828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
902 833
903 if (this == objects) 834/*
904 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 }
905} 882}
906 883
907object *object::create () 884object *object::create ()
908{ 885{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 886 object *op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link (); 887 op->link ();
923 return op; 888 return op;
924} 889}
925 890
926/* 891void
927 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
928 * it from the list of used objects, and puts it on the list of
929 * free objects. The IS_FREED() flag is set in the object.
930 * The object must have been removed by remove_ob() first for
931 * this function to succeed.
932 *
933 * If free_inventory is set, free inventory as well. Else drop items in
934 * inventory to the ground.
935 */
936void object::free (bool free_inventory)
937{ 893{
938 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->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
948
949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
939 return; 953 return;
940 954
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
942 remove_friendly_object (this); 956 destroy_inv (false);
943 957
944 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
945 remove_ob (this); 959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
946 963
947 SET_FLAG (this, FLAG_FREED); 964 attachable::destroy ();
948
949 if (more)
950 {
951 more->free (free_inventory);
952 more = 0;
953 }
954
955 if (inv)
956 {
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 {
963 object *op = inv;
964
965 while (op)
966 {
967 object *tmp = op->below;
968 op->free (free_inventory);
969 op = tmp;
970 }
971 }
972 else
973 { /* Put objects in inventory onto this space */
974 object *op = inv;
975
976 while (op)
977 {
978 object *tmp = op->below;
979
980 remove_ob (op);
981
982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984 free_object (op);
985 else
986 {
987 op->x = x;
988 op->y = y;
989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990 }
991
992 op = tmp;
993 }
994 }
995 }
996
997 owner = 0;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006} 965}
1007 966
1008/* 967/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1011 */ 970 */
1012
1013void 971void
1014sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1015{ 973{
1016 while (op != NULL) 974 while (op != NULL)
1017 { 975 {
1018 if (op->type == CONTAINER) 976 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 } 978
1022 op->carrying -= weight; 979 op->carrying -= weight;
1023 op = op->env; 980 op = op->env;
1024 } 981 }
1025} 982}
1026 983
1027/* remove_ob(op): 984/* op->remove ():
1028 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 989 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 990 */
1035
1036void 991void
1037remove_ob (object *op) 992object::do_remove ()
1038{ 993{
994 object *tmp, *last = 0;
1039 object * 995 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 996
1045 tag_t
1046 tag;
1047 int
1048 check_walk_off;
1049 mapstruct *
1050 m;
1051
1052 sint16
1053 x,
1054 y;
1055
1056 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1057 return; 998 return;
1058 999
1059 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1060 1002
1061 if (op->more != NULL) 1003 if (more)
1062 remove_ob (op->more); 1004 more->remove ();
1063 1005
1064 /* 1006 /*
1065 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1066 * inventory. 1008 * inventory.
1067 */ 1009 */
1068 if (op->env != NULL) 1010 if (env)
1069 { 1011 {
1070 if (op->nrof) 1012 if (nrof)
1071 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1072 else 1014 else
1073 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1074 1016
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1019 * to save cpu time.
1078 */ 1020 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 1022 otmp->update_stats ();
1081 1023
1082 if (op->above != NULL) 1024 if (above)
1083 op->above->below = op->below; 1025 above->below = below;
1084 else 1026 else
1085 op->env->inv = op->below; 1027 env->inv = below;
1086 1028
1087 if (op->below != NULL) 1029 if (below)
1088 op->below->above = op->above; 1030 below->above = above;
1089 1031
1090 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1093 */ 1035 */
1094 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1095 op->map = op->env->map; 1037 map = env->map;
1096 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1097 op->env = NULL; 1039 env = 0;
1098 } 1040 }
1099 else if (op->map) 1041 else if (map)
1100 { 1042 {
1101 x = op->x; 1043 if (type == PLAYER)
1102 y = op->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104
1105 if (!m)
1106 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1108 op->map->path, op->x, op->y);
1109 /* in old days, we used to set x and y to 0 and continue.
1110 * it seems if we get into this case, something is probablye
1111 * screwed up and should be fixed.
1112 */
1113 abort ();
1114 } 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1115 1050
1116 if (op->map != m) 1051 --map->players;
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1052 map->touch ();
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */ 1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1123 1057
1124 /* link the object above us */ 1058 /* link the object above us */
1125 if (op->above) 1059 if (above)
1126 op->above->below = op->below; 1060 above->below = below;
1127 else 1061 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1129 1063
1130 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1131 if (op->below) 1065 if (below)
1132 op->below->above = op->above; 1066 below->above = above;
1133 else 1067 else
1134 { 1068 {
1135 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1136 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1137 * evident 1071 * evident
1138 */ 1072 */
1139 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1140 {
1141 dump_object (op);
1142 LOG (llevError,
1143 "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); 1074 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 ());
1144 dump_object (GET_MAP_OB (m, x, y)); 1075
1145 LOG (llevError, "%s\n", errmsg); 1076 ms.bot = above; /* goes on above it. */
1146 } 1077 }
1147 1078
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1149 }
1150
1151 op->above = 0; 1079 above = 0;
1152 op->below = 0; 1080 below = 0;
1153 1081
1154 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1155 return; 1083 return;
1156 1084
1157 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 1086
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1161 { 1100 {
1162 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1163 * being removed. 1102 * being removed.
1164 */ 1103 */
1165 1104
1166 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1167 { 1109 {
1168 /* If a container that the player is currently using somehow gets 1110 move_apply (tmp, this, 0);
1169 * removed (most likely destroyed), update the player view
1170 * appropriately.
1171 */
1172 if (tmp->container == op)
1173 {
1174 CLEAR_FLAG (op, FLAG_APPLIED);
1175 tmp->container = NULL;
1176 }
1177 1111
1178 tmp->contr->socket.update_look = 1; 1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 } 1114 }
1180 1115
1181 /* See if player moving off should effect something */
1182 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 {
1184 move_apply (tmp, op, NULL);
1185
1186 if (was_destroyed (op, tag))
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1189 }
1190 }
1191
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193
1194 if (tmp->above == tmp)
1195 tmp->above = NULL;
1196
1197 last = tmp; 1116 last = tmp;
1198 } 1117 }
1199 1118
1200 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1121 if (!last)
1202 { 1122 map->at (x, y).flags_ = 0;
1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205 * those out anyways, and if there are any flags set right now, they won't
1206 * be correct anyways.
1207 */
1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209 update_position (op->map, op->x, op->y);
1210 }
1211 else 1123 else
1212 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1213 1125
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1216 } 1128 }
1217} 1129}
1218 1130
1219/* 1131/*
1220 * merge_ob(op,top): 1132 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1135 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1137 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1138 */
1227
1228object * 1139object *
1229merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1230{ 1141{
1231 if (!op->nrof) 1142 if (!op->nrof)
1232 return 0; 1143 return 0;
1233 1144
1234 if (top == NULL) 1145 if (top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1236 1148
1237 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1238 { 1150 {
1239 if (top == op) 1151 if (top == op)
1240 continue; 1152 continue;
1241 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1242 { 1155 {
1243 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1244 1157
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1247 remove_ob (op); 1160 op->destroy ();
1248 free_object (op);
1249 return top; 1161 return top;
1250 } 1162 }
1251 } 1163 }
1252 1164
1253 return NULL; 1165 return 0;
1254} 1166}
1255 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1256/* 1191/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1258 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1259 */ 1194 */
1260object * 1195object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1197{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1199 {
1270 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1272 } 1202 }
1273 1203
1274 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1275} 1205}
1276 1206
1292 * Return value: 1222 * Return value:
1293 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1225 * just 'op' otherwise
1296 */ 1226 */
1297
1298object * 1227object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1301 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1302 sint16 x, y;
1303 1233
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1305 {
1306 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL;
1308 }
1309
1310 if (m == NULL)
1311 {
1312 dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1314 return op;
1315 }
1316
1317 if (out_of_map (m, op->x, op->y))
1318 {
1319 dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1321#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted.
1325 */
1326 abort ();
1327#endif
1328 return op;
1329 }
1330
1331 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 {
1333 dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1335 return op;
1336 }
1337
1338 if (op->more != NULL)
1339 {
1340 /* The part may be on a different map. */
1341
1342 object *more = op->more;
1343
1344 /* We really need the caller to normalize coordinates - if
1345 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it.
1348 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map)
1352 {
1353 /* For backwards compatibility - when not dealing with tiled maps,
1354 * more->map should always point to the parent.
1355 */
1356 more->map = m;
1357 }
1358
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 {
1361 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363
1364 return NULL;
1365 }
1366 }
1367
1368 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1235
1370 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1371 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1372 * need extra work 1238 * need extra work
1373 */ 1239 */
1374 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1375 x = op->x; 1241 {
1376 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1377 1254
1378 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1379 */ 1256 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1383 { 1260 {
1384 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1262 tmp->destroy ();
1386 free_object (tmp);
1387 } 1263 }
1388 1264
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1267
1404 op->below = originator->below; 1280 op->below = originator->below;
1405 1281
1406 if (op->below) 1282 if (op->below)
1407 op->below->above = op; 1283 op->below->above = op;
1408 else 1284 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1410 1286
1411 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1412 originator->below = op; 1288 originator->below = op;
1413 } 1289 }
1414 else 1290 else
1415 { 1291 {
1292 top = ms.bot;
1293
1416 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1418 { 1296 {
1419 object *last = NULL; 1297 object *last = 0;
1420 1298
1421 /* 1299 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1428 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1432 */ 1310 */
1433 1311 for (top = ms.bot; top; top = top->above)
1434 while (top != NULL)
1435 { 1312 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1314 floor = top;
1438 1315
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1442 top = top->below; 1319 top = top->below;
1443 break; 1320 break;
1444 } 1321 }
1445 1322
1446 last = top; 1323 last = top;
1447 top = top->above;
1448 } 1324 }
1449 1325
1450 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1451 top = last; 1327 top = last;
1452 1328
1454 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1455 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1456 */ 1332 */
1457 1333
1458 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1459 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1460 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1338 * stacking is a bit odd.
1463 */ 1339 */
1464 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1466 { 1343 {
1467 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1346 break;
1347
1470 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1471 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1472 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1473 * set top to the object below us. 1351 * set top to the object below us.
1474 */ 1352 */
1475 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1476 top = last->below; 1354 top = last->below;
1477 } 1355 }
1478 } /* If objects on this space */ 1356 } /* If objects on this space */
1479
1480 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1481 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1482 1359
1483 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1484 top = floor; 1361 top = floor;
1485 1362
1486 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1487 */ 1364 */
1488 1365
1489 /* First object on this space */ 1366 /* First object on this space */
1490 if (!top) 1367 if (!top)
1491 { 1368 {
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1493 1370
1494 if (op->above) 1371 if (op->above)
1495 op->above->below = op; 1372 op->above->below = op;
1496 1373
1497 op->below = NULL; 1374 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1499 } 1376 }
1500 else 1377 else
1501 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1502 op->above = top->above; 1379 op->above = top->above;
1503 1380
1506 1383
1507 op->below = top; 1384 op->below = top;
1508 top->above = op; 1385 top->above = op;
1509 } 1386 }
1510 1387
1511 if (op->above == NULL) 1388 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1514 1391
1515 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1516 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1517 1398
1518 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1519 * it, so save a few ticks and start from there. 1400
1520 */
1521 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1523 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1524 tmp->contr->socket.update_look = 1;
1525 1404
1526 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1412 * of effect may be sufficient.
1534 */ 1413 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1537 1416
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1540 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1541 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1543 * 1424 *
1544 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1428 * update_object().
1548 */ 1429 */
1549 1430
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1552 { 1433 {
1553 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1554 return NULL; 1435 return 0;
1555 1436
1556 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1438 * walk on's.
1558 */ 1439 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1561 return NULL; 1442 return 0;
1562 } 1443 }
1563 1444
1564 return op; 1445 return op;
1565} 1446}
1566 1447
1567/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1568 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1569 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1570 */ 1451 */
1571void 1452void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1454{
1574 object * 1455 object *tmp, *tmp1;
1575 tmp;
1576 object *
1577 tmp1;
1578 1456
1579 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1580 1458
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1584 { 1461 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1462
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1591 1464
1592 tmp1->x = op->x; 1465 tmp1->x = op->x;
1593 tmp1->y = op->y; 1466 tmp1->y = op->y;
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1595} 1474}
1596 1475
1597/* 1476/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array. 1481 * global static errmsg array.
1603 */ 1482 */
1604
1605object * 1483object *
1606get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1607{ 1485{
1608 object * 1486 object *newob;
1609 newob;
1610 int
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612 1488
1613 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1614 { 1490 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL; 1492 return NULL;
1617 } 1493 }
1618 1494
1619 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1620 1496
1621 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1622 { 1498 orig_ob->destroy (1);
1623 if (!is_removed)
1624 remove_ob (orig_ob);
1625 free_object2 (orig_ob, 1);
1626 }
1627 else if (!is_removed) 1499 else if (!is_removed)
1628 { 1500 {
1629 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1646 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1647 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1648 * 1520 *
1649 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1650 */ 1522 */
1651
1652object * 1523object *
1653decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1654{ 1525{
1655 object *tmp; 1526 object *tmp;
1656 player *pl;
1657 1527
1658 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1659 return op; 1529 return op;
1660 1530
1661 if (i > op->nrof) 1531 if (i > op->nrof)
1662 i = op->nrof; 1532 i = op->nrof;
1663 1533
1664 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i; 1535 op->nrof -= i;
1666 else if (op->env != NULL) 1536 else if (op->env)
1667 { 1537 {
1668 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1669 * therein? 1539 * therein?
1670 */ 1540 */
1671 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1672 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player. 1546 * and then searching the map for a player.
1677 */ 1547 */
1678 if (!tmp) 1548 if (!tmp)
1679 { 1549 for_all_players (pl)
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1682 break; 1553 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 } 1554 }
1688 1555
1689 if (i < op->nrof) 1556 if (i < op->nrof)
1690 { 1557 {
1691 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i; 1559 op->nrof -= i;
1693 if (tmp) 1560 if (tmp)
1694 {
1695 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1696 }
1697 } 1562 }
1698 else 1563 else
1699 { 1564 {
1700 remove_ob (op); 1565 op->remove ();
1701 op->nrof = 0; 1566 op->nrof = 0;
1702 if (tmp) 1567 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1705 }
1706 } 1569 }
1707 } 1570 }
1708 else 1571 else
1709 { 1572 {
1710 object *above = op->above; 1573 object *above = op->above;
1711 1574
1712 if (i < op->nrof) 1575 if (i < op->nrof)
1713 op->nrof -= i; 1576 op->nrof -= i;
1714 else 1577 else
1715 { 1578 {
1716 remove_ob (op); 1579 op->remove ();
1717 op->nrof = 0; 1580 op->nrof = 0;
1718 } 1581 }
1719 1582
1720 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1722 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1723 { 1586 {
1724 if (op->nrof) 1587 if (op->nrof)
1725 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1726 else 1589 else
1730 1593
1731 if (op->nrof) 1594 if (op->nrof)
1732 return op; 1595 return op;
1733 else 1596 else
1734 { 1597 {
1735 free_object (op); 1598 op->destroy ();
1736 return NULL; 1599 return 0;
1737 } 1600 }
1738} 1601}
1739 1602
1740/* 1603/*
1741 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1742 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1743 */ 1606 */
1744
1745void 1607void
1746add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1747{ 1609{
1748 while (op != NULL) 1610 while (op != NULL)
1749 { 1611 {
1753 op->carrying += weight; 1615 op->carrying += weight;
1754 op = op->env; 1616 op = op->env;
1755 } 1617 }
1756} 1618}
1757 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1758/* 1640/*
1759 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1760 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1761 * inside the object environment. 1643 * inside the object environment.
1762 * 1644 *
1763 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764 * the inventory at the last position or next to other objects of the same
1765 * type.
1766 * Frank: Now sorted by type, archetype and magic!
1767 *
1768 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1770 */ 1647 */
1771
1772object * 1648object *
1773insert_ob_in_ob (object *op, object *where) 1649object::insert (object *op)
1774{ 1650{
1775 object *
1776 tmp, *
1777 otmp;
1778
1779 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 { 1652 op->remove ();
1781 dump_object (op);
1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783 return op;
1784 }
1785
1786 if (where == NULL)
1787 {
1788 dump_object (op);
1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790 return op;
1791 }
1792
1793 if (where->head)
1794 {
1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796 where = where->head;
1797 }
1798 1653
1799 if (op->more) 1654 if (op->more)
1800 { 1655 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1657 return op;
1803 } 1658 }
1804 1659
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1807 if (op->nrof) 1663 if (op->nrof)
1808 { 1664 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1666 if (object::can_merge (tmp, op))
1811 { 1667 {
1812 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1669 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1816 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1817 */ 1673 */
1818 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1819 SET_FLAG (op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1820 free_object (op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1821 op = tmp; 1677 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1823 CLEAR_FLAG (op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break; 1680 break;
1825 } 1681 }
1826 1682
1827 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1828 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract 1685 * (if it was possible to merge). calling remove_ob will subtract
1830 * the weight, so we need to add it in again, since we actually do 1686 * the weight, so we need to add it in again, since we actually do
1831 * the linking below 1687 * the linking below
1832 */ 1688 */
1833 add_weight (where, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1834 } 1690 }
1835 else 1691 else
1836 add_weight (where, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1837 1693
1838 otmp = is_player_inv (where); 1694 if (object *otmp = this->in_player ())
1839 if (otmp && otmp->contr != NULL)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp); 1696 otmp->update_stats ();
1843 }
1844 1697
1698 op->owner = 0; // its his/hers now. period.
1845 op->map = NULL; 1699 op->map = 0;
1846 op->env = where; 1700 op->env = this;
1847 op->above = NULL; 1701 op->above = 0;
1848 op->below = NULL; 1702 op->below = 0;
1849 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1850 1704
1851 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1706 if (op->glow_radius && map)
1853 { 1707 {
1854#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map)) 1711 if (map->darkness)
1858 update_all_los (where->map, where->x, where->y); 1712 update_all_los (map, x, y);
1859 } 1713 }
1860 1714
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1862 * It sure simplifies this function... 1716 * It sure simplifies this function...
1863 */ 1717 */
1864 if (where->inv == NULL) 1718 if (!inv)
1865 where->inv = op; 1719 inv = op;
1866 else 1720 else
1867 { 1721 {
1868 op->below = where->inv; 1722 op->below = inv;
1869 op->below->above = op; 1723 op->below->above = op;
1870 where->inv = op; 1724 inv = op;
1871 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1872 return op; 1729 return op;
1873} 1730}
1874 1731
1875/* 1732/*
1876 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1890 * 1747 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1750 * on top.
1894 */ 1751 */
1895
1896int 1752int
1897check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1898{ 1754{
1899 object * 1755 object *tmp;
1900 tmp; 1756 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1757 int x = op->x, y = op->y;
1907 1758
1908 MoveType 1759 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1760
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1762 return 0;
1915
1916 tag = op->count;
1917 1763
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1767
1937 1783
1938 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1940 */ 1786 */
1941 1787
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1943 { 1789 {
1944 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1792 * we don't need to check all of them.
1947 */ 1793 */
1965 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1966 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1967 { 1813 {
1968 1814
1969 float 1815 float
1970 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1971 1817
1972 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1973 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1974 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1975 diff /= 4.0; 1821 diff /= 4.0;
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1828 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1830 {
1985 move_apply (tmp, op, originator); 1831 move_apply (tmp, op, originator);
1986 1832
1987 if (was_destroyed (op, tag)) 1833 if (op->destroyed ())
1988 return 1; 1834 return 1;
1989 1835
1990 /* what the person/creature stepped onto has moved the object 1836 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1837 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1838 * have a feeling strange problems would result.
2002/* 1848/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2006 */ 1852 */
2007
2008object * 1853object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1855{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
2015 { 1857 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1859 return NULL;
2018 } 1860 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2020 if (tmp->arch == at) 1863 if (tmp->arch == at)
2021 return tmp; 1864 return tmp;
1865
2022 return NULL; 1866 return NULL;
2023} 1867}
2024 1868
2025/* 1869/*
2026 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2029 */ 1873 */
2030
2031object * 1874object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
2033{ 1876{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
2038 { 1878 {
2039 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1880 return NULL;
2041 } 1881 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1884 if (tmp->type == type)
2044 return tmp; 1885 return tmp;
1886
2045 return NULL; 1887 return NULL;
2046} 1888}
2047 1889
2048/* 1890/*
2049 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2052 */ 1894 */
2053
2054object * 1895object *
2055present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
2056{ 1897{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1899 if (tmp->type == type)
2062 return tmp; 1900 return tmp;
1901
2063 return NULL; 1902 return NULL;
2064} 1903}
2065 1904
2066/* 1905/*
2067 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1917 * to be unique.
2079 */ 1918 */
2080
2081object * 1919object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1921{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1924 return tmp;
2091 } 1925
2092 return NULL; 1926 return 0;
2093} 1927}
2094 1928
2095/* 1929/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2099 */ 1933 */
2100
2101object * 1934object *
2102present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2103{ 1936{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1938 if (tmp->arch == at)
2109 return tmp; 1939 return tmp;
1940
2110 return NULL; 1941 return NULL;
2111} 1942}
2112 1943
2113/* 1944/*
2114 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2115 */ 1946 */
2116void 1947void
2117flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2118{ 1949{
2119 object *
2120 tmp;
2121
2122 if (op->inv) 1950 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 { 1952 {
2125 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2127 } 1955 }
2128} /* 1956}
1957
1958/*
2129 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2130 */ 1960 */
2131void 1961void
2132unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2133{ 1963{
2134 object *
2135 tmp;
2136
2137 if (op->inv) 1964 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 { 1966 {
2140 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2142 } 1969 }
2143}
2144
2145/*
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function.
2150 */
2151
2152void
2153set_cheat (object *op)
2154{
2155 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ);
2157} 1970}
2158 1971
2159/* 1972/*
2160 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2161 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1991 * customized, changed states, etc.
2179 */ 1992 */
2180
2181int 1993int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 1995{
2184 int
2185 i,
2186 index = 0, flag; 1996 int index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2189 1998
2190 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2191 { 2000 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2193 if (!flag) 2002
2194 altern[index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
2195 2015
2196 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2203 */ 2023 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2205 stop = maxfree[i]; 2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2206 } 2037 }
2038
2207 if (!index) 2039 if (!index)
2208 return -1; 2040 return -1;
2041
2209 return altern[RANDOM () % index]; 2042 return altern [rndm (index)];
2210} 2043}
2211 2044
2212/* 2045/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2048 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2049 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2050 */
2218
2219int 2051int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2053{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2056 return i;
2229 } 2057
2230 return -1; 2058 return -1;
2231} 2059}
2232 2060
2233/* 2061/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2062 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2063 * arr[begin..end-1].
2064 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2065 */
2237static void 2066static void
2238permute (int *arr, int begin, int end) 2067permute (int *arr, int begin, int end)
2239{ 2068{
2240 int 2069 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2070 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2071
2251 tmp = arr[i]; 2072 while (--end)
2252 arr[i] = arr[j]; 2073 swap (arr [end], arr [rndm (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2074}
2256 2075
2257/* new function to make monster searching more efficient, and effective! 2076/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2077 * This basically returns a randomized array (in the passed pointer) of
2259 * the spaces to find monsters. In this way, it won't always look for 2078 * the spaces to find monsters. In this way, it won't always look for
2262 * the 3x3 area will be searched, just not in a predictable order. 2081 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2082 */
2264void 2083void
2265get_search_arr (int *search_arr) 2084get_search_arr (int *search_arr)
2266{ 2085{
2267 int 2086 int i;
2268 i;
2269 2087
2270 for (i = 0; i < SIZEOFFREE; i++) 2088 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2089 search_arr[i] = i;
2273 }
2274 2090
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2091 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2092 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2093 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2094}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2103 * Perhaps incorrectly, but I'm making the assumption that exclude
2288 * is actually want is going to try and move there. We need this info 2104 * is actually want is going to try and move there. We need this info
2289 * because we have to know what movement the thing looking to move 2105 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2106 * there is capable of.
2291 */ 2107 */
2292
2293int 2108int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2109find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2110{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2111 int i, max = SIZEOFFREE, mflags;
2299 2112
2300 sint16 nx, ny; 2113 sint16 nx, ny;
2301 object * 2114 object *tmp;
2302 tmp; 2115 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2116
2306 MoveType blocked, move_type; 2117 MoveType blocked, move_type;
2307 2118
2308 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2309 { 2120 {
2310 exclude = exclude->head; 2121 exclude = exclude->head;
2311 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2312 } 2123 }
2313 else 2124 else
2321 mp = m; 2132 mp = m;
2322 nx = x + freearr_x[i]; 2133 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2134 ny = y + freearr_y[i];
2324 2135
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2136 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2137
2326 if (mflags & P_OUT_OF_MAP) 2138 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2139 max = maxfree[i];
2329 }
2330 else 2140 else
2331 { 2141 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2142 mapspace &ms = mp->at (nx, ny);
2143
2144 blocked = ms.move_block;
2333 2145
2334 if ((move_type & blocked) == move_type) 2146 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2147 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2339 { 2149 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2343 {
2344 break; 2153 break;
2345 } 2154
2346 }
2347 if (tmp) 2155 if (tmp)
2348 {
2349 return freedir[i]; 2156 return freedir[i];
2350 }
2351 } 2157 }
2352 } 2158 }
2353 } 2159 }
2160
2354 return 0; 2161 return 0;
2355} 2162}
2356 2163
2357/* 2164/*
2358 * distance(object 1, object 2) will return the square of the 2165 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2166 * distance between the two given objects.
2360 */ 2167 */
2361
2362int 2168int
2363distance (const object *ob1, const object *ob2) 2169distance (const object *ob1, const object *ob2)
2364{ 2170{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2171 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2172}
2371 2173
2372/* 2174/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2175 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2176 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2177 * object, needs to travel toward it.
2376 */ 2178 */
2377
2378int 2179int
2379find_dir_2 (int x, int y) 2180find_dir_2 (int x, int y)
2380{ 2181{
2381 int 2182 int q;
2382 q;
2383 2183
2384 if (y) 2184 if (y)
2385 q = x * 100 / y; 2185 q = x * 100 / y;
2386 else if (x) 2186 else if (x)
2387 q = -300 * x; 2187 q = -300 * x;
2412 2212
2413 return 3; 2213 return 3;
2414} 2214}
2415 2215
2416/* 2216/*
2417 * absdir(int): Returns a number between 1 and 8, which represent
2418 * the "absolute" direction of a number (it actually takes care of
2419 * "overflow" in previous calculations of a direction).
2420 */
2421
2422int
2423absdir (int d)
2424{
2425 while (d < 1)
2426 d += 8;
2427 while (d > 8)
2428 d -= 8;
2429 return d;
2430}
2431
2432/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2434 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2435 */ 2219 */
2436
2437int 2220int
2438dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2439{ 2222{
2440 int 2223 int d;
2441 d;
2442 2224
2443 d = abs (dir1 - dir2); 2225 d = abs (dir1 - dir2);
2444 if (d > 4) 2226 if (d > 4)
2445 d = 8 - d; 2227 d = 8 - d;
2228
2446 return d; 2229 return d;
2447} 2230}
2448 2231
2449/* peterm: 2232/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2233 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2236 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2237 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2238 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2239 * functions.
2457 */ 2240 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2241int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2294 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2295 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2296 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2297 * Modified to be map tile aware -.MSW
2517 */ 2298 */
2518
2519
2520int 2299int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2300can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2301{
2523 sint16 dx, dy; 2302 sint16 dx, dy;
2524 int
2525 mflags; 2303 int mflags;
2526 2304
2527 if (dir < 0) 2305 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2306 return 0; /* exit condition: invalid direction */
2529 2307
2530 dx = x + freearr_x[dir]; 2308 dx = x + freearr_x[dir];
2543 return 0; 2321 return 0;
2544 2322
2545 /* yes, can see. */ 2323 /* yes, can see. */
2546 if (dir < 9) 2324 if (dir < 9)
2547 return 1; 2325 return 1;
2326
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2327 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2549 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2328 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2329 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2330}
2551
2552
2553 2331
2554/* 2332/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2333 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2334 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2335 * picked up, otherwise 0.
2559 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2560 * core dumps if they do. 2338 * core dumps if they do.
2561 * 2339 *
2562 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2563 */ 2341 */
2564
2565int 2342int
2566can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2567{ 2344{
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2348}
2572 2349
2573
2574/* 2350/*
2575 * create clone from object to another 2351 * create clone from object to another
2576 */ 2352 */
2577object * 2353object *
2578object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2579{ 2355{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2582 2357
2583 if (!asrc) 2358 if (!asrc)
2584 return NULL; 2359 return 0;
2585 src = asrc; 2360
2586 if (src->head)
2587 src = src->head; 2361 src = asrc->head_ ();
2588 2362
2589 prev = NULL; 2363 prev = 0;
2590 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2591 { 2365 {
2592 tmp = get_object (); 2366 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2367 tmp->x -= src->x;
2595 tmp->y -= src->y; 2368 tmp->y -= src->y;
2369
2596 if (!part->head) 2370 if (!part->head)
2597 { 2371 {
2598 dst = tmp; 2372 dst = tmp;
2599 tmp->head = NULL; 2373 tmp->head = 0;
2600 } 2374 }
2601 else 2375 else
2602 {
2603 tmp->head = dst; 2376 tmp->head = dst;
2604 } 2377
2605 tmp->more = NULL; 2378 tmp->more = 0;
2379
2606 if (prev) 2380 if (prev)
2607 prev->more = tmp; 2381 prev->more = tmp;
2382
2608 prev = tmp; 2383 prev = tmp;
2609 } 2384 }
2610 2385
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2386 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2388
2617 return dst; 2389 return dst;
2618}
2619
2620/* return true if the object was destroyed, 0 otherwise */
2621int
2622was_destroyed (const object *op, tag_t old_tag)
2623{
2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625 * robust */
2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627}
2628
2629/* GROS - Creates an object using a string representing its content. */
2630
2631/* Basically, we save the content of the string to a temp file, then call */
2632
2633/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2635/* but it was simple to make and allows reusing the load_object function. */
2636
2637/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */
2640
2641object *
2642load_object_str (const char *obstr)
2643{
2644 object *
2645 op;
2646 char
2647 filename[MAX_BUF];
2648
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650
2651 FILE *
2652 tempfile = fopen (filename, "w");
2653
2654 if (tempfile == NULL)
2655 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL;
2658 };
2659 fprintf (tempfile, obstr);
2660 fclose (tempfile);
2661
2662 op = get_object ();
2663
2664 object_thawer thawer (filename);
2665
2666 if (thawer)
2667 load_object (thawer, op, 0);
2668
2669 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2670 CLEAR_FLAG (op, FLAG_REMOVED);
2671
2672 return op;
2673} 2390}
2674 2391
2675/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2676 * has the same type and subtype match. 2393 * has the same type and subtype match.
2677 * returns NULL if no match. 2394 * returns NULL if no match.
2678 */ 2395 */
2679object * 2396object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2397find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2398{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2399 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2400 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2401 return tmp;
2688 2402
2689 return NULL; 2403 return 0;
2690} 2404}
2691 2405
2692/* If ob has a field named key, return the link from the list, 2406/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2407 * otherwise return NULL.
2694 * 2408 *
2696 * do the desired thing. 2410 * do the desired thing.
2697 */ 2411 */
2698key_value * 2412key_value *
2699get_ob_key_link (const object *ob, const char *key) 2413get_ob_key_link (const object *ob, const char *key)
2700{ 2414{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2415 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2416 if (link->key == key)
2707 {
2708 return link; 2417 return link;
2709 }
2710 }
2711 2418
2712 return NULL; 2419 return 0;
2713} 2420}
2714 2421
2715/* 2422/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2423 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2424 *
2720 * The returned string is shared. 2427 * The returned string is shared.
2721 */ 2428 */
2722const char * 2429const char *
2723get_ob_key_value (const object *op, const char *const key) 2430get_ob_key_value (const object *op, const char *const key)
2724{ 2431{
2725 key_value * 2432 key_value *link;
2726 link; 2433 shstr_cmp canonical_key (key);
2727 const char *
2728 canonical_key;
2729 2434
2730 canonical_key = shstr::find (key);
2731
2732 if (canonical_key == NULL) 2435 if (!canonical_key)
2733 { 2436 {
2734 /* 1. There being a field named key on any object 2437 /* 1. There being a field named key on any object
2735 * implies there'd be a shared string to find. 2438 * implies there'd be a shared string to find.
2736 * 2. Since there isn't, no object has this field. 2439 * 2. Since there isn't, no object has this field.
2737 * 3. Therefore, *this* object doesn't have this field. 2440 * 3. Therefore, *this* object doesn't have this field.
2738 */ 2441 */
2739 return NULL; 2442 return 0;
2740 } 2443 }
2741 2444
2742 /* This is copied from get_ob_key_link() above - 2445 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead. 2446 * only 4 lines, and saves the function call overhead.
2744 */ 2447 */
2745 for (link = op->key_values; link != NULL; link = link->next) 2448 for (link = op->key_values; link; link = link->next)
2746 {
2747 if (link->key == canonical_key) 2449 if (link->key == canonical_key)
2748 {
2749 return link->value; 2450 return link->value;
2750 } 2451
2751 }
2752 return NULL; 2452 return 0;
2753} 2453}
2754
2755 2454
2756/* 2455/*
2757 * Updates the canonical_key in op to value. 2456 * Updates the canonical_key in op to value.
2758 * 2457 *
2759 * canonical_key is a shared string (value doesn't have to be). 2458 * canonical_key is a shared string (value doesn't have to be).
2764 * Returns TRUE on success. 2463 * Returns TRUE on success.
2765 */ 2464 */
2766int 2465int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2466set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{ 2467{
2769 key_value *
2770 field = NULL, *last = NULL; 2468 key_value *field = NULL, *last = NULL;
2771 2469
2772 for (field = op->key_values; field != NULL; field = field->next) 2470 for (field = op->key_values; field != NULL; field = field->next)
2773 { 2471 {
2774 if (field->key != canonical_key) 2472 if (field->key != canonical_key)
2775 { 2473 {
2784 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2785 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2786 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2787 * we get this value back again. 2485 * we get this value back again.
2788 */ 2486 */
2789 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2790 field->value = 0; 2488 field->value = 0;
2791 else 2489 else
2792 { 2490 {
2793 if (last) 2491 if (last)
2794 last->next = field->next; 2492 last->next = field->next;
2803 /* IF we get here, key doesn't exist */ 2501 /* IF we get here, key doesn't exist */
2804 2502
2805 /* No field, we'll have to add it. */ 2503 /* No field, we'll have to add it. */
2806 2504
2807 if (!add_key) 2505 if (!add_key)
2808 {
2809 return FALSE; 2506 return FALSE;
2810 } 2507
2811 /* There isn't any good reason to store a null 2508 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has 2509 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't 2510 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings, 2511 * be here. If user wants to store empty strings,
2815 * should pass in "" 2512 * should pass in ""
2843 shstr key_ (key); 2540 shstr key_ (key);
2844 2541
2845 return set_ob_key_value_s (op, key_, value, add_key); 2542 return set_ob_key_value_s (op, key_, value, add_key);
2846} 2543}
2847 2544
2545object::depth_iterator::depth_iterator (object *container)
2546: iterator_base (container)
2547{
2548 while (item->inv)
2549 item = item->inv;
2550}
2551
2848void 2552void
2849object::deep_iterator::next () 2553object::depth_iterator::next ()
2850{ 2554{
2851 if (item->inv)
2852 item = item->inv;
2853 else if (item->below) 2555 if (item->below)
2556 {
2854 item = item->below; 2557 item = item->below;
2558
2559 while (item->inv)
2560 item = item->inv;
2561 }
2855 else 2562 else
2856 item = item->env->below; 2563 item = item->env;
2857} 2564}
2565
2566const char *
2567object::flag_desc (char *desc, int len) const
2568{
2569 char *p = desc;
2570 bool first = true;
2571
2572 *p = 0;
2573
2574 for (int i = 0; i < NUM_FLAGS; i++)
2575 {
2576 if (len <= 10) // magic constant!
2577 {
2578 snprintf (p, len, ",...");
2579 break;
2580 }
2581
2582 if (flag [i])
2583 {
2584 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2585 len -= cnt;
2586 p += cnt;
2587 first = false;
2588 }
2589 }
2590
2591 return desc;
2592}
2593
2594// return a suitable string describing an object in enough detail to find it
2595const char *
2596object::debug_desc (char *info) const
2597{
2598 char flagdesc[512];
2599 char info2[256 * 4];
2600 char *p = info;
2601
2602 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2603 count, uuid.seq,
2604 &name,
2605 title ? "\",title:\"" : "",
2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!this->flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2618const char *
2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625}
2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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