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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35int nrofallocobjects = 0; 36#include <bitset>
36static UUID uuid; 37
38UUID UUID::cur;
39static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 50};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 56};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 62};
50int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 68};
54 69
55static void 70static void
56write_uuid (void) 71write_uuid (uval64 skip, bool sync)
57{ 72{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
59 74 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 77 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid (void)
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
87 seq_next_save = 0;
88
83 FILE *fp; 89 FILE *fp;
84 90
85 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
86 { 92 {
87 if (errno == ENOENT) 93 if (errno == ENOENT)
88 { 94 {
89 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 96 UUID::cur.seq = 0;
91 write_uuid (); 97 write_uuid (UUID_GAP, true);
92 return; 98 return;
93 } 99 }
94 100
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 102 _exit (1);
97 } 103 }
98 104
99 int version; 105 UUID::BUF buf;
100 unsigned long long uid; 106 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
102 { 110 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 112 _exit (1);
105 } 113 }
106 114
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
110 fclose (fp); 118 fclose (fp);
111} 119}
112 120
113UUID 121UUID
114gen_uuid () 122UUID::gen ()
115{ 123{
116 UUID uid; 124 UUID uid;
117 125
118 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
119 127
120 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
122 134
123 return uid; 135 return uid;
124} 136}
125 137
126void 138void
127init_uuid () 139UUID::init ()
128{ 140{
129 read_uuid (); 141 read_uuid ();
130} 142}
131 143
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
139 * objects with lists are rare, and lists stay short. If not, use a 151 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
141 */ 153 */
142 154
143 /* For each field in wants, */ 155 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 157 {
146 key_value *has_field; 158 key_value *has_field;
147 159
148 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
183 * 195 *
184 * Note that this function appears a lot longer than the macro it 196 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 197 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 198 * reduce this to the same efficiency.
187 * 199 *
188 * Check nrof variable *before* calling CAN_MERGE() 200 * Check nrof variable *before* calling can_merge()
189 * 201 *
190 * Improvements made with merge: Better checking on potion, and also 202 * Improvements made with merge: Better checking on potion, and also
191 * check weight 203 * check weight
192 */ 204 */
193
194bool object::can_merge (object *ob1, object *ob2) 205bool object::can_merge_slow (object *ob1, object *ob2)
195{ 206{
196 /* A couple quicksanity checks */ 207 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 208 if (ob1 == ob2
209 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value
212 || ob1->name != ob2->name)
198 return 0; 213 return 0;
199 214
200 if (ob1->speed != ob2->speed) 215 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 217 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 218 * used to store nrof).
206 */ 219 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 230 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 231
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 233 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 234
222 235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 236 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 237 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 238 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 239 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 240 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 243 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 244 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 245 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 246 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 247 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 248 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 249 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 250 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 251 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 252 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 253 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 254 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 255 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 256 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 257 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 260 return 0;
254 261
255 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 263 * check all objects in the inventory.
257 */ 264 */
258 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
259 { 266 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!(ob1->inv && ob2->inv))
266 return 0; 268 return 0; /* inventories differ in length */
269
270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
273 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */
267 275
268 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 277 * if it is valid.
270 */ 278 */
271 } 279 }
279 287
280 /* Note sure why the following is the case - either the object has to 288 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 289 * be animated or have a very low speed. Is this an attempted monster
282 * check? 290 * check?
283 */ 291 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 293 return 0;
286 294
287 switch (ob1->type) 295 switch (ob1->type)
288 { 296 {
289 case SCROLL: 297 case SCROLL:
300 return 0; 308 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 310 return 0;
303 } 311 }
304 312
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
307 { 314 {
308 ob1->optimise (); 315 ob1->optimise ();
309 ob2->optimise (); 316 ob2->optimise ();
310 317
311 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
312 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
313 } 330 }
314 331
315 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
316 return 1; 333 return 1;
317} 334}
325sum_weight (object *op) 342sum_weight (object *op)
326{ 343{
327 long sum; 344 long sum;
328 object *inv; 345 object *inv;
329 346
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 348 {
332 if (inv->inv) 349 if (inv->inv)
333 sum_weight (inv); 350 sum_weight (inv);
351
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 353 }
336 354
337 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 372 op = op->env;
355 return op; 373 return op;
356} 374}
357 375
358/* 376/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 378 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 379 * The result of the dump is stored in the static global errmsg array.
377 */ 380 */
378
379char * 381char *
380dump_object (object *op) 382dump_object (object *op)
381{ 383{
382 if (!op) 384 if (!op)
383 return strdup ("[NULLOBJ]"); 385 return strdup ("[NULLOBJ]");
384 386
385 object_freezer freezer; 387 object_freezer freezer;
386 save_object (freezer, op, 3); 388 op->write (freezer);
387 return freezer.as_string (); 389 return freezer.as_string ();
388} 390}
389 391
390/* 392/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
394 */ 396 */
395
396object * 397object *
397get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
398{ 399{
399 object *tmp, *closest; 400 object *tmp, *closest;
400 int last_dist, i; 401 int last_dist, i;
408} 409}
409 410
410/* 411/*
411 * Returns the object which has the count-variable equal to the argument. 412 * Returns the object which has the count-variable equal to the argument.
412 */ 413 */
413
414object * 414object *
415find_object (tag_t i) 415find_object (tag_t i)
416{ 416{
417 object *op; 417 for_all_objects (op)
418
419 for (op = object::first; op != NULL; op = op->next)
420 if (op->count == i) 418 if (op->count == i)
421 break;
422
423 return op; 419 return op;
420
421 return 0;
424} 422}
425 423
426/* 424/*
427 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
430 */ 428 */
431
432object * 429object *
433find_object_name (const char *str) 430find_object_name (const char *str)
434{ 431{
435 shstr_cmp str_ (str); 432 shstr_cmp str_ (str);
436 object *op; 433 object *op;
437 434
438 for (op = object::first; op != NULL; op = op->next) 435 for_all_objects (op)
439 if (op->name == str_) 436 if (op->name == str_)
440 break; 437 break;
441 438
442 return op; 439 return op;
443} 440}
444 441
445void
446free_all_object_data ()
447{
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449}
450
451/* 442/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
454 */ 446 */
455void 447void
456object::set_owner (object *owner) 448object::set_owner (object *owner)
457{ 449{
450 // allow objects which own objects
458 if (!owner) 451 if (owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner) 452 while (owner->owner)
469 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
470 460
471 this->owner = owner; 461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
472} 528}
473 529
474/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 531 * refcounts and freeing the links.
476 */ 532 */
477static void 533static void
478free_key_values (object *op) 534free_key_values (object *op)
479{ 535{
480 for (key_value *i = op->key_values; i != 0;) 536 for (key_value *i = op->key_values; i; )
481 { 537 {
482 key_value *next = i->next; 538 key_value *next = i->next;
483 delete i; 539 delete i;
484 540
485 i = next; 541 i = next;
486 } 542 }
487 543
488 op->key_values = 0; 544 op->key_values = 0;
489} 545}
490 546
491void object::clear () 547object &
548object::operator =(const object &src)
492{ 549{
493 attachable_base::clear (); 550 bool is_freed = flag [FLAG_FREED];
551 bool is_removed = flag [FLAG_REMOVED];
494 552
495 free_key_values (this); 553 *(object_copy *)this = src;
496 554
497 owner = 0; 555 flag [FLAG_FREED] = is_freed;
498 name = 0; 556 flag [FLAG_REMOVED] = is_removed;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * copy object first frees everything allocated by the second object,
544 * and then copies the contends of the first object into the second
545 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object
548 * will point at garbage.
549 */
550void
551copy_object (object *op2, object *op)
552{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
555
556 op2->clone (op);
557
558 if (is_freed)
559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED);
562
563 if (op2->speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
565 557
566 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
567 if (op2->key_values) 559 if (src.key_values)
568 { 560 {
569 key_value *tail = 0; 561 key_value *tail = 0;
570 key_value *i;
571
572 op->key_values = 0; 562 key_values = 0;
573 563
574 for (i = op2->key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
575 { 565 {
576 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
577 567
578 new_link->next = 0; 568 new_link->next = 0;
579 new_link->key = i->key; 569 new_link->key = i->key;
580 new_link->value = i->value; 570 new_link->value = i->value;
581 571
582 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
583 if (!op->key_values) 573 if (!key_values)
584 { 574 {
585 op->key_values = new_link; 575 key_values = new_link;
586 tail = new_link; 576 tail = new_link;
587 } 577 }
588 else 578 else
589 { 579 {
590 tail->next = new_link; 580 tail->next = new_link;
591 tail = new_link; 581 tail = new_link;
592 } 582 }
593 } 583 }
594 } 584 }
585}
595 586
596 update_ob_speed (op); 587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604}
605
606void
607object::instantiate ()
608{
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
623}
624
625object *
626object::clone ()
627{
628 object *neu = create ();
629 copy_to (neu);
630 return neu;
597} 631}
598 632
599/* 633/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 634 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 635 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 636 * be called to update the face variable, _and_ how it looks on the map.
603 */ 637 */
604
605void 638void
606update_turn_face (object *op) 639update_turn_face (object *op)
607{ 640{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 642 return;
643
610 SET_ANIMATION (op, op->direction); 644 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
612} 646}
613 647
614/* 648/*
615 * Updates the speed of an object. If the speed changes from 0 to another 649 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 650 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 651 * This function needs to be called whenever the speed of an object changes.
618 */ 652 */
619void 653void
620update_ob_speed (object *op) 654object::set_speed (float speed)
621{ 655{
622 extern int arch_init; 656 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 657 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 659 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 660 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 661
647 /* process_events() expects us to insert the object at the beginning 662 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 663
651 if (op->active_next != NULL) 664 if (has_active_speed ())
652 op->active_next->active_prev = op; 665 activate ();
653
654 active_objects = op;
655 }
656 else 666 else
657 { 667 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 668}
681 669
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 670/*
714 * update_object() updates the array which represents the map. 671 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 673 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 674 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 675 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 676 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 677 * updating that window, though, since update_object() is called _often_)
721 * 678 *
722 * action is a hint of what the caller believes need to be done. 679 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 680 * current action are:
728 * UP_OBJ_INSERT: op was inserted 681 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 682 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 683 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 684 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
733 */ 686 */
734
735void 687void
736update_object (object *op, int action) 688update_object (object *op, int action)
737{ 689{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 690 if (op == NULL)
742 { 691 {
743 /* this should never happen */ 692 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 694 return;
746 } 695 }
747 696
748 if (op->env != NULL) 697 if (op->env)
749 { 698 {
750 /* Animation is currently handled by client, so nothing 699 /* Animation is currently handled by client, so nothing
751 * to do in this case. 700 * to do in this case.
752 */ 701 */
753 return; 702 return;
758 */ 707 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 708 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 709 return;
761 710
762 /* make sure the object is within map boundaries */ 711 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 713 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 714 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 715#ifdef MANY_CORES
767 abort (); 716 abort ();
768#endif 717#endif
769 return; 718 return;
770 } 719 }
771 720
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 721 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 722
723 if (!(m.flags_ & P_UPTODATE))
724 /* nop */;
779 if (action == UP_OBJ_INSERT) 725 else if (action == UP_OBJ_INSERT)
780 { 726 {
727 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 734 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 735 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 736 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 737 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 738 * to have move_allow right now.
804 */ 739 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 742 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 743 }
811 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 746 * that is being removed.
814 */ 747 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 749 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 750 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 751 /* Nothing to do for that case */ ;
819 else 752 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 754
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 755 if (op->more)
829 update_object (op->more, action); 756 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854} 757}
855 758
856object::object () 759object::object ()
857{ 760{
858 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
861 face = blank_face; 764 face = blank_face;
862} 765}
863 766
864object::~object () 767object::~object ()
865{ 768{
769 unlink ();
770
866 free_key_values (this); 771 free_key_values (this);
867} 772}
868 773
774static int object_count;
775
869void object::link () 776void object::link ()
870{ 777{
778 assert (!index);//D
779 uuid = UUID::gen ();
871 count = ++ob_count; 780 count = ++object_count;
872 uuid = gen_uuid ();
873 781
874 prev = 0; 782 refcnt_inc ();
875 next = object::first; 783 objects.insert (this);
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881} 784}
882 785
883void object::unlink () 786void object::unlink ()
884{ 787{
885 if (this == object::first) 788 if (!index)
886 object::first = next; 789 return;
887 790
888 /* Remove this object from the list of used objects */ 791 objects.erase (this);
889 if (prev) prev->next = next; 792 refcnt_dec ();
890 if (next) next->prev = prev; 793}
891 794
892 prev = 0; 795void
893 next = 0; 796object::activate ()
797{
798 /* If already on active list, don't do anything */
799 if (active)
800 return;
801
802 if (has_active_speed ())
803 actives.insert (this);
804}
805
806void
807object::activate_recursive ()
808{
809 activate ();
810
811 for (object *op = inv; op; op = op->below)
812 op->activate_recursive ();
813}
814
815/* This function removes object 'op' from the list of active
816 * objects.
817 * This should only be used for style maps or other such
818 * reference maps where you don't want an object that isn't
819 * in play chewing up cpu time getting processed.
820 * The reverse of this is to call update_ob_speed, which
821 * will do the right thing based on the speed of the object.
822 */
823void
824object::deactivate ()
825{
826 /* If not on the active list, nothing needs to be done */
827 if (!active)
828 return;
829
830 actives.erase (this);
831}
832
833void
834object::deactivate_recursive ()
835{
836 for (object *op = inv; op; op = op->below)
837 op->deactivate_recursive ();
838
839 deactivate ();
840}
841
842void
843object::set_flag_inv (int flag, int value)
844{
845 for (object *op = inv; op; op = op->below)
846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
859 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory,
863 // cf will crash below with off-map x and y
864 if (!inv)
865 return;
866
867 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects
869 * drop on that space.
870 */
871 if (!drop_to_ground
872 || !map
873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
875 || ms ().move_block == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
895 op->destroy ();
896 else
897 map->insert (op, x, y);
898 }
899 }
894} 900}
895 901
896object *object::create () 902object *object::create ()
897{ 903{
898 object *op = new object; 904 object *op = new object;
899 op->link (); 905 op->link ();
900 return op; 906 return op;
901} 907}
902 908
903/* 909void
904 * free_object() frees everything allocated by an object, removes 910object::do_destroy ()
905 * it from the list of used objects, and puts it on the list of 911{
906 * free objects. The IS_FREED() flag is set in the object. 912 attachable::do_destroy ();
907 * The object must have been removed by remove_ob() first for 913
908 * this function to succeed. 914 if (flag [FLAG_IS_LINKED])
909 * 915 remove_button_link (this);
910 * If destroy_inventory is set, free inventory as well. Else drop items in 916
911 * inventory to the ground. 917 if (flag [FLAG_FRIENDLY])
912 */ 918 remove_friendly_object (this);
919
920 if (!flag [FLAG_REMOVED])
921 remove ();
922
923 destroy_inv (true);
924
925 deactivate ();
926 unlink ();
927
928 flag [FLAG_FREED] = 1;
929
930 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map;
949 x = 1;
950 y = 1;
951 }
952
953 if (more)
954 {
955 more->destroy ();
956 more = 0;
957 }
958
959 head = 0;
960
961 // clear those pointers that likely might cause circular references
962 owner = 0;
963 enemy = 0;
964 attacked_by = 0;
965 current_weapon = 0;
966}
967
968void
913void object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
914{ 970{
915 if (QUERY_FLAG (this, FLAG_FREED)) 971 if (destroyed ())
916 return; 972 return;
917 973
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 974 if (destroy_inventory)
919 remove_friendly_object (this); 975 destroy_inv (false);
920 976
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 977 if (is_head ())
922 remove_ob (this); 978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
923 982
924 SET_FLAG (this, FLAG_FREED); 983 attachable::destroy ();
925
926 if (more)
927 {
928 more->destroy (destroy_inventory);
929 more = 0;
930 }
931
932 if (inv)
933 {
934 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects
936 * drop on that space.
937 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 {
940 object *op = inv;
941
942 while (op)
943 {
944 object *tmp = op->below;
945 op->destroy (destroy_inventory);
946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952
953 while (op)
954 {
955 object *tmp = op->below;
956
957 remove_ob (op);
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 }
973
974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
981
982 /* Remove object from the active list */
983 speed = 0;
984 update_ob_speed (this);
985
986 unlink ();
987
988 mortals.push_back (this);
989} 984}
990 985
991/* 986/*
992 * sub_weight() recursively (outwards) subtracts a number from the 987 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)). 988 * weight of an object (and what is carried by it's environment(s)).
994 */ 989 */
995
996void 990void
997sub_weight (object *op, signed long weight) 991sub_weight (object *op, signed long weight)
998{ 992{
999 while (op != NULL) 993 while (op != NULL)
1000 { 994 {
1004 op->carrying -= weight; 998 op->carrying -= weight;
1005 op = op->env; 999 op = op->env;
1006 } 1000 }
1007} 1001}
1008 1002
1009/* remove_ob(op): 1003/* op->remove ():
1010 * This function removes the object op from the linked list of objects 1004 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 1005 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 1008 * the previous environment.
1015 * Beware: This function is called from the editor as well!
1016 */ 1009 */
1017
1018void 1010void
1019remove_ob (object *op) 1011object::do_remove ()
1020{ 1012{
1021 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
1022 object *otmp; 1014 object *otmp;
1023 1015
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1030 return; 1017 return;
1031 1018
1032 SET_FLAG (op, FLAG_REMOVED); 1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this);
1033 1021
1034 if (op->more != NULL) 1022 if (more)
1035 remove_ob (op->more); 1023 more->remove ();
1036 1024
1037 /* 1025 /*
1038 * In this case, the object to be removed is in someones 1026 * In this case, the object to be removed is in someones
1039 * inventory. 1027 * inventory.
1040 */ 1028 */
1041 if (op->env != NULL) 1029 if (env)
1042 { 1030 {
1043 if (op->nrof) 1031 if (nrof)
1044 sub_weight (op->env, op->weight * op->nrof); 1032 sub_weight (env, weight * nrof);
1045 else 1033 else
1046 sub_weight (op->env, op->weight + op->carrying); 1034 sub_weight (env, weight + carrying);
1047 1035
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1036 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1037 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1038 * to save cpu time.
1051 */ 1039 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp); 1041 otmp->update_stats ();
1054 1042
1055 if (op->above != NULL) 1043 if (above)
1056 op->above->below = op->below; 1044 above->below = below;
1057 else 1045 else
1058 op->env->inv = op->below; 1046 env->inv = below;
1059 1047
1060 if (op->below != NULL) 1048 if (below)
1061 op->below->above = op->above; 1049 below->above = above;
1062 1050
1063 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1066 */ 1054 */
1067 op->x = op->env->x, op->y = op->env->y; 1055 x = env->x, y = env->y;
1068 op->map = op->env->map; 1056 map = env->map;
1069 op->above = NULL, op->below = NULL; 1057 above = 0, below = 0;
1070 op->env = NULL; 1058 env = 0;
1071 } 1059 }
1072 else if (op->map) 1060 else if (map)
1073 { 1061 {
1074 x = op->x; 1062 if (type == PLAYER)
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 } 1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1088 1069
1089 if (op->map != m) 1070 --map->players;
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1071 map->touch ();
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */ 1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
1096 1076
1097 /* link the object above us */ 1077 /* link the object above us */
1098 if (op->above) 1078 if (above)
1099 op->above->below = op->below; 1079 above->below = below;
1100 else 1080 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
1102 1082
1103 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
1104 if (op->below) 1084 if (below)
1105 op->below->above = op->above; 1085 below->above = above;
1106 else 1086 else
1107 { 1087 {
1108 /* Nothing below, which means we need to relink map object for this space 1088 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is 1089 * use translated coordinates in case some oddness with map tiling is
1110 * evident 1090 * evident
1111 */ 1091 */
1112 if (GET_MAP_OB (m, x, y) != op) 1092 if (GET_MAP_OB (map, x, y) != this)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1093 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1117 free (dump); 1094
1118 dump = dump_object (GET_MAP_OB (m, x, y)); 1095 ms.bot = above; /* goes on above it. */
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 } 1096 }
1122 1097
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 }
1125
1126 op->above = 0; 1098 above = 0;
1127 op->below = 0; 1099 below = 0;
1128 1100
1129 if (op->map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1130 return; 1102 return;
1131 1103
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1105
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1135 { 1119 {
1136 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1137 * being removed. 1121 * being removed.
1138 */ 1122 */
1139 1123
1140 if (tmp->type == PLAYER && tmp != op) 1124 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1141 { 1128 {
1142 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view
1144 * appropriately.
1145 */
1146 if (tmp->container == op)
1147 {
1148 CLEAR_FLAG (op, FLAG_APPLIED);
1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1153 }
1154
1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1157 && ((op->move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 {
1160 move_apply (tmp, op, NULL); 1129 move_apply (tmp, this, 0);
1161 1130
1162 if (op->destroyed ()) 1131 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1133 }
1165 1134
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167
1168 if (tmp->above == tmp)
1169 tmp->above = NULL;
1170
1171 last = tmp; 1135 last = tmp;
1172 } 1136 }
1173 1137
1174 /* last == NULL of there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1175 if (last == NULL) 1140 if (!last)
1176 { 1141 map->at (x, y).flags_ = 0;
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else 1142 else
1186 update_object (last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1187 1144
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1189 update_all_los (op->map, op->x, op->y); 1146 update_all_los (map, x, y);
1190 } 1147 }
1191} 1148}
1192 1149
1193/* 1150/*
1194 * merge_ob(op,top): 1151 * merge_ob(op,top):
1202merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1203{ 1160{
1204 if (!op->nrof) 1161 if (!op->nrof)
1205 return 0; 1162 return 0;
1206 1163
1207 if (top == NULL) 1164 if (!top)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above); 1165 for (top = op; top && top->above; top = top->above)
1166 ;
1209 1167
1210 for (; top != NULL; top = top->below) 1168 for (; top; top = top->below)
1211 { 1169 {
1212 if (top == op) 1170 if (top == op)
1213 continue; 1171 continue;
1214 if (CAN_MERGE (op, top)) 1172
1173 if (object::can_merge (op, top))
1215 { 1174 {
1216 top->nrof += op->nrof; 1175 top->nrof += op->nrof;
1217 1176
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */ 1178 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op); 1179 op->destroy ();
1221 free_object (op);
1222 return top; 1180 return top;
1223 } 1181 }
1224 } 1182 }
1225 1183
1226 return 0; 1184 return 0;
1227} 1185}
1228 1186
1187void
1188object::expand_tail ()
1189{
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208}
1209
1229/* 1210/*
1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1231 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1232 */ 1213 */
1233object * 1214object *
1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{ 1216{
1236 object *tmp;
1237
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1218 {
1243 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1245 } 1221 }
1246 1222
1247 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1248} 1224}
1249 1225
1265 * Return value: 1241 * Return value:
1266 * new object if 'op' was merged with other object 1242 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1243 * NULL if 'op' was destroyed
1268 * just 'op' otherwise 1244 * just 'op' otherwise
1269 */ 1245 */
1270
1271object * 1246object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1274 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1275 sint16 x, y;
1276 1252
1277 if (QUERY_FLAG (op, FLAG_FREED)) 1253 op->remove ();
1278 {
1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345 1254
1346 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work 1257 * need extra work
1349 */ 1258 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1351 x = op->x; 1260 {
1352 y = op->y; 1261 op->destroy ();
1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1353 1273
1354 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1355 */ 1275 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1278 if (object::can_merge (op, tmp))
1359 { 1279 {
1360 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1281 tmp->destroy ();
1362 free_object (tmp);
1363 } 1282 }
1364 1283
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1285 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1286
1380 op->below = originator->below; 1299 op->below = originator->below;
1381 1300
1382 if (op->below) 1301 if (op->below)
1383 op->below->above = op; 1302 op->below->above = op;
1384 else 1303 else
1385 SET_MAP_OB (op->map, op->x, op->y, op); 1304 ms.bot = op;
1386 1305
1387 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1388 originator->below = op; 1307 originator->below = op;
1389 } 1308 }
1390 else 1309 else
1391 { 1310 {
1311 top = ms.bot;
1312
1392 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1394 { 1315 {
1395 object *last = NULL; 1316 object *last = 0;
1396 1317
1397 /* 1318 /*
1398 * If there are multiple objects on this space, we do some trickier handling. 1319 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate. 1320 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if 1321 * Generally, we want to put the new object on top. But if
1404 * once we get to them. This reduces the need to traverse over all of 1325 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time 1326 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed 1327 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1408 */ 1329 */
1409 1330 for (top = ms.bot; top; top = top->above)
1410 while (top != NULL)
1411 { 1331 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top; 1333 floor = top;
1414 1334
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1418 top = top->below; 1338 top = top->below;
1419 break; 1339 break;
1420 } 1340 }
1421 1341
1422 last = top; 1342 last = top;
1423 top = top->above;
1424 } 1343 }
1425 1344
1426 /* Don't want top to be NULL, so set it to the last valid object */ 1345 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last; 1346 top = last;
1428 1347
1430 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1432 */ 1351 */
1433 1352
1434 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1436 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1357 * stacking is a bit odd.
1439 */ 1358 */
1440 if (!(flag & INS_ON_TOP) && 1359 if (!(flag & INS_ON_TOP)
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1360 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility))
1442 { 1362 {
1443 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break; 1365 break;
1366
1446 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that 1368 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1449 * set top to the object below us. 1370 * set top to the object below us.
1450 */ 1371 */
1451 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1452 top = last->below; 1373 top = last->below;
1453 } 1374 }
1454 } /* If objects on this space */ 1375 } /* If objects on this space */
1455 1376
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor; 1378 top = floor;
1461 1379
1462 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1463 */ 1381 */
1464 1382
1465 /* First object on this space */ 1383 /* First object on this space */
1466 if (!top) 1384 if (!top)
1467 { 1385 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1469 1387
1470 if (op->above) 1388 if (op->above)
1471 op->above->below = op; 1389 op->above->below = op;
1472 1390
1473 op->below = NULL; 1391 op->below = 0;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1392 ms.bot = op;
1475 } 1393 }
1476 else 1394 else
1477 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1478 op->above = top->above; 1396 op->above = top->above;
1479 1397
1482 1400
1483 op->below = top; 1401 op->below = top;
1484 top->above = op; 1402 top->above = op;
1485 } 1403 }
1486 1404
1487 if (op->above == NULL) 1405 if (!op->above)
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1406 ms.top = op;
1489 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1490 1408
1491 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1492 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1493 1415
1494 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1495 * it, so save a few ticks and start from there. 1417
1496 */ 1418 if (object *pl = ms.player ())
1497 if (!(flag & INS_MAP_LOAD)) 1419 pl->contr->ns->floorbox_update ();
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1;
1501 1420
1502 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way - 1425 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1509 * of effect may be sufficient. 1428 * of effect may be sufficient.
1510 */ 1429 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1513 1432
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1433 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1434 update_object (op, UP_OBJ_INSERT);
1516 1435
1436 INVOKE_OBJECT (INSERT, op);
1437
1517 /* Don't know if moving this to the end will break anything. However, 1438 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1439 * we want to have floorbox_update called before calling this.
1519 * 1440 *
1520 * check_move_on() must be after this because code called from 1441 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1442 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1444 * update_object().
1524 */ 1445 */
1525 1446
1526 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1528 { 1449 {
1529 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1530 return NULL; 1451 return 0;
1531 1452
1532 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1533 * walk on's. 1454 * walk on's.
1534 */ 1455 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1536 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1537 return NULL; 1458 return 0;
1538 } 1459 }
1539 1460
1540 return op; 1461 return op;
1541} 1462}
1542 1463
1543/* this function inserts an object in the map, but if it 1464/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1465 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1466 * op is the object to insert it under: supplies x and the map.
1546 */ 1467 */
1547void 1468void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1469replace_insert_ob_in_map (const char *arch_string, object *op)
1549{ 1470{
1550 object * 1471 object *tmp, *tmp1;
1551 tmp;
1552 object *
1553 tmp1;
1554 1472
1555 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1556 1474
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1560 { 1477 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1478
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1567 1480
1568 tmp1->x = op->x; 1481 tmp1->x = op->x;
1569 tmp1->y = op->y; 1482 tmp1->y = op->y;
1570 insert_ob_in_map (tmp1, op->map, op, 0); 1483 insert_ob_in_map (tmp1, op->map, op, 0);
1484}
1485
1486object *
1487object::insert_at (object *where, object *originator, int flags)
1488{
1489 return where->map->insert (this, where->x, where->y, originator, flags);
1571} 1490}
1572 1491
1573/* 1492/*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0). 1495 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the 1496 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array. 1497 * global static errmsg array.
1579 */ 1498 */
1580
1581object * 1499object *
1582get_split_ob (object *orig_ob, uint32 nr) 1500get_split_ob (object *orig_ob, uint32 nr)
1583{ 1501{
1584 object * 1502 object *newob;
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588 1504
1589 if (orig_ob->nrof < nr) 1505 if (orig_ob->nrof < nr)
1590 { 1506 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL; 1508 return NULL;
1593 } 1509 }
1594 1510
1595 newob = object_create_clone (orig_ob); 1511 newob = object_create_clone (orig_ob);
1596 1512
1597 if ((orig_ob->nrof -= nr) < 1) 1513 if ((orig_ob->nrof -= nr) < 1)
1598 { 1514 orig_ob->destroy (1);
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed) 1515 else if (!is_removed)
1604 { 1516 {
1605 if (orig_ob->env != NULL) 1517 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr); 1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1623 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1624 * 1536 *
1625 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1626 */ 1538 */
1627
1628object * 1539object *
1629decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1630{ 1541{
1631 object *tmp; 1542 object *tmp;
1632 player *pl;
1633 1543
1634 if (i == 0) /* objects with op->nrof require this check */ 1544 if (i == 0) /* objects with op->nrof require this check */
1635 return op; 1545 return op;
1636 1546
1637 if (i > op->nrof) 1547 if (i > op->nrof)
1638 i = op->nrof; 1548 i = op->nrof;
1639 1549
1640 if (QUERY_FLAG (op, FLAG_REMOVED)) 1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i; 1551 op->nrof -= i;
1642 else if (op->env != NULL) 1552 else if (op->env)
1643 { 1553 {
1644 /* is this object in the players inventory, or sub container 1554 /* is this object in the players inventory, or sub container
1645 * therein? 1555 * therein?
1646 */ 1556 */
1647 tmp = is_player_inv (op->env); 1557 tmp = op->in_player ();
1648 /* nope. Is this a container the player has opened? 1558 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player. 1559 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly 1560 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map, 1561 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player. 1562 * and then searching the map for a player.
1653 */ 1563 */
1654 if (!tmp) 1564 if (!tmp)
1655 { 1565 for_all_players (pl)
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env) 1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1658 break; 1569 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 } 1570 }
1664 1571
1665 if (i < op->nrof) 1572 if (i < op->nrof)
1666 { 1573 {
1667 sub_weight (op->env, op->weight * i); 1574 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i; 1575 op->nrof -= i;
1669 if (tmp) 1576 if (tmp)
1670 {
1671 esrv_send_item (tmp, op); 1577 esrv_send_item (tmp, op);
1672 }
1673 } 1578 }
1674 else 1579 else
1675 { 1580 {
1676 remove_ob (op); 1581 op->remove ();
1677 op->nrof = 0; 1582 op->nrof = 0;
1678 if (tmp) 1583 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1681 }
1682 } 1585 }
1683 } 1586 }
1684 else 1587 else
1685 { 1588 {
1686 object *above = op->above; 1589 object *above = op->above;
1687 1590
1688 if (i < op->nrof) 1591 if (i < op->nrof)
1689 op->nrof -= i; 1592 op->nrof -= i;
1690 else 1593 else
1691 { 1594 {
1692 remove_ob (op); 1595 op->remove ();
1693 op->nrof = 0; 1596 op->nrof = 0;
1694 } 1597 }
1695 1598
1696 /* Since we just removed op, op->above is null */ 1599 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above) 1600 for (tmp = above; tmp; tmp = tmp->above)
1698 if (tmp->type == PLAYER) 1601 if (tmp->type == PLAYER)
1699 { 1602 {
1700 if (op->nrof) 1603 if (op->nrof)
1701 esrv_send_item (tmp, op); 1604 esrv_send_item (tmp, op);
1702 else 1605 else
1706 1609
1707 if (op->nrof) 1610 if (op->nrof)
1708 return op; 1611 return op;
1709 else 1612 else
1710 { 1613 {
1711 free_object (op); 1614 op->destroy ();
1712 return NULL; 1615 return 0;
1713 } 1616 }
1714} 1617}
1715 1618
1716/* 1619/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1719 */ 1622 */
1720
1721void 1623void
1722add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1723{ 1625{
1724 while (op != NULL) 1626 while (op != NULL)
1725 { 1627 {
1729 op->carrying += weight; 1631 op->carrying += weight;
1730 op = op->env; 1632 op = op->env;
1731 } 1633 }
1732} 1634}
1733 1635
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747
1748object * 1636object *
1749insert_ob_in_ob (object *op, object *where) 1637insert_ob_in_ob (object *op, object *where)
1750{ 1638{
1751 object * 1639 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1640 {
1765 char *dump = dump_object (op); 1641 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1643 free (dump);
1768 return op; 1644 return op;
1769 } 1645 }
1770 1646
1771 if (where->head) 1647 if (where->head_ () != where)
1772 { 1648 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1650 where = where->head;
1775 } 1651 }
1652
1653 return where->insert (op);
1654}
1655
1656/*
1657 * env->insert (op)
1658 * This function inserts the object op in the linked list
1659 * inside the object environment.
1660 *
1661 * The function returns now pointer to inserted item, and return value can
1662 * be != op, if items are merged. -Tero
1663 */
1664object *
1665object::insert (object *op)
1666{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1776 1669
1777 if (op->more) 1670 if (op->more)
1778 { 1671 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1673 return op;
1781 } 1674 }
1782 1675
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1785 if (op->nrof) 1679 if (op->nrof)
1786 { 1680 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1682 if (object::can_merge (tmp, op))
1789 { 1683 {
1790 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1685 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight. 1688 * tmp->nrof, we need to increase the weight.
1795 */ 1689 */
1796 add_weight (where, op->weight * op->nrof); 1690 add_weight (this, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1691 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */ 1692 op->destroy (); /* free the inserted object */
1799 op = tmp; 1693 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1694 op->remove (); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break; 1696 break;
1803 } 1697 }
1804 1698
1805 /* I assume combined objects have no inventory 1699 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed 1700 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract 1701 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do 1702 * the weight, so we need to add it in again, since we actually do
1809 * the linking below 1703 * the linking below
1810 */ 1704 */
1811 add_weight (where, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1812 } 1706 }
1813 else 1707 else
1814 add_weight (where, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1815 1709
1816 otmp = is_player_inv (where); 1710 if (object *otmp = this->in_player ())
1817 if (otmp && otmp->contr != NULL)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp); 1712 otmp->update_stats ();
1821 }
1822 1713
1714 op->owner = 0; // its his/hers now. period.
1823 op->map = NULL; 1715 op->map = 0;
1824 op->env = where; 1716 op->env = this;
1825 op->above = NULL; 1717 op->above = 0;
1826 op->below = NULL; 1718 op->below = 0;
1827 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1828 1720
1829 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1722 if (op->glow_radius && map)
1831 { 1723 {
1832#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map)) 1727 if (map->darkness)
1836 update_all_los (where->map, where->x, where->y); 1728 update_all_los (map, x, y);
1837 } 1729 }
1838 1730
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function... 1732 * It sure simplifies this function...
1841 */ 1733 */
1842 if (where->inv == NULL) 1734 if (!inv)
1843 where->inv = op; 1735 inv = op;
1844 else 1736 else
1845 { 1737 {
1846 op->below = where->inv; 1738 op->below = inv;
1847 op->below->above = op; 1739 op->below->above = op;
1848 where->inv = op; 1740 inv = op;
1849 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1850 return op; 1745 return op;
1851} 1746}
1852 1747
1853/* 1748/*
1854 * Checks if any objects has a move_type that matches objects 1749 * Checks if any objects has a move_type that matches objects
1868 * 1763 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top. 1766 * on top.
1872 */ 1767 */
1873
1874int 1768int
1875check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1876{ 1770{
1877 object *tmp; 1771 object *tmp;
1878 maptile *m = op->map; 1772 maptile *m = op->map;
1905 1799
1906 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1908 */ 1802 */
1909 1803
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1911 { 1805 {
1912 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them. 1808 * we don't need to check all of them.
1915 */ 1809 */
1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 { 1829 {
1936 1830
1937 float 1831 float
1938 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1939 1833
1940 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1943 diff /= 4.0; 1837 diff /= 4.0;
1970/* 1864/*
1971 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1974 */ 1868 */
1975
1976object * 1869object *
1977present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1978{ 1871{
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1983 { 1873 {
1984 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL; 1875 return NULL;
1986 } 1876 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->arch == at) 1879 if (tmp->arch == at)
1989 return tmp; 1880 return tmp;
1881
1990 return NULL; 1882 return NULL;
1991} 1883}
1992 1884
1993/* 1885/*
1994 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1997 */ 1889 */
1998
1999object * 1890object *
2000present (unsigned char type, maptile *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
2001{ 1892{
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
2006 { 1894 {
2007 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
2008 return NULL; 1896 return NULL;
2009 } 1897 }
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2011 if (tmp->type == type) 1900 if (tmp->type == type)
2012 return tmp; 1901 return tmp;
1902
2013 return NULL; 1903 return NULL;
2014} 1904}
2015 1905
2016/* 1906/*
2017 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2020 */ 1910 */
2021
2022object * 1911object *
2023present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
2024{ 1913{
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type) 1915 if (tmp->type == type)
2030 return tmp; 1916 return tmp;
1917
2031 return NULL; 1918 return NULL;
2032} 1919}
2033 1920
2034/* 1921/*
2035 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2043 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
2046 * to be unique. 1933 * to be unique.
2047 */ 1934 */
2048
2049object * 1935object *
2050present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2051{ 1937{
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp; 1940 return tmp;
2059 } 1941
2060 return NULL; 1942 return 0;
2061} 1943}
2062 1944
2063/* 1945/*
2064 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2067 */ 1949 */
2068
2069object * 1950object *
2070present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2071{ 1952{
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2076 if (tmp->arch == at) 1954 if (tmp->arch == at)
2077 return tmp; 1955 return tmp;
1956
2078 return NULL; 1957 return NULL;
2079} 1958}
2080 1959
2081/* 1960/*
2082 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2083 */ 1962 */
2084void 1963void
2085flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2086{ 1965{
2087 object *
2088 tmp;
2089
2090 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2092 { 1967 {
2093 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
2094 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
2095 } 1970 }
2096} /* 1971}
1972
1973/*
2097 * desactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
2098 */ 1975 */
2099void 1976void
2100unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
2101{ 1978{
2102 object *
2103 tmp;
2104
2105 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2107 { 1980 {
2108 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
2109 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
2110 } 1983 }
2111}
2112
2113/*
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function.
2118 */
2119
2120void
2121set_cheat (object *op)
2122{
2123 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ);
2125} 1984}
2126 1985
2127/* 1986/*
2128 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
2129 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
2131 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
2132 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
2133 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
2134 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
2135 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2136 * Note - this only checks to see if there is space for the head of the
2137 * object - if it is a multispace object, this should be called for all
2138 * pieces.
2139 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2140 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2141 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
2142 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
2143 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc. 2002 * customized, changed states, etc.
2147 */ 2003 */
2148
2149int 2004int
2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{ 2006{
2152 int
2153 i,
2154 index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2008 int index = 0, flag;
2157 2009
2158 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2159 { 2011 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2161 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2162 altern[index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2163 2031
2164 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2171 */ 2039 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2173 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2174 } 2056 }
2057
2175 if (!index) 2058 if (!index)
2176 return -1; 2059 return -1;
2060
2177 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
2178} 2062}
2179 2063
2180/* 2064/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice. 2067 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2068 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */ 2069 */
2186
2187int 2070int
2188find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{ 2072{
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2196 return i; 2075 return i;
2197 } 2076
2198 return -1; 2077 return -1;
2199} 2078}
2200 2079
2201/* 2080/*
2202 * The function permute(arr, begin, end) randomly reorders the array 2081 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1]. 2082 * arr[begin..end-1].
2083 * now uses a fisher-yates shuffle, old permute was broken
2204 */ 2084 */
2205static void 2085static void
2206permute (int *arr, int begin, int end) 2086permute (int *arr, int begin, int end)
2207{ 2087{
2208 int 2088 arr += begin;
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin; 2089 end -= begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218 2090
2219 tmp = arr[i]; 2091 while (--end)
2220 arr[i] = arr[j]; 2092 swap (arr [end], arr [rndm (end + 1)]);
2221 arr[j] = tmp;
2222 }
2223} 2093}
2224 2094
2225/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for 2097 * the spaces to find monsters. In this way, it won't always look for
2230 * the 3x3 area will be searched, just not in a predictable order. 2100 * the 3x3 area will be searched, just not in a predictable order.
2231 */ 2101 */
2232void 2102void
2233get_search_arr (int *search_arr) 2103get_search_arr (int *search_arr)
2234{ 2104{
2235 int 2105 int i;
2236 i;
2237 2106
2238 for (i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i; 2108 search_arr[i] = i;
2241 }
2242 2109
2243 permute (search_arr, 1, SIZEOFFREE1 + 1); 2110 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2111 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2112 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246} 2113}
2255 * Perhaps incorrectly, but I'm making the assumption that exclude 2122 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info 2123 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move 2124 * because we have to know what movement the thing looking to move
2258 * there is capable of. 2125 * there is capable of.
2259 */ 2126 */
2260
2261int 2127int
2262find_dir (maptile *m, int x, int y, object *exclude) 2128find_dir (maptile *m, int x, int y, object *exclude)
2263{ 2129{
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags; 2130 int i, max = SIZEOFFREE, mflags;
2267 2131
2268 sint16 nx, ny; 2132 sint16 nx, ny;
2269 object * 2133 object *tmp;
2270 tmp;
2271 maptile * 2134 maptile *mp;
2272 mp;
2273 2135
2274 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2275 2137
2276 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2277 { 2139 {
2278 exclude = exclude->head; 2140 exclude = exclude->head;
2279 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2280 } 2142 }
2281 else 2143 else
2289 mp = m; 2151 mp = m;
2290 nx = x + freearr_x[i]; 2152 nx = x + freearr_x[i];
2291 ny = y + freearr_y[i]; 2153 ny = y + freearr_y[i];
2292 2154
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2156
2294 if (mflags & P_OUT_OF_MAP) 2157 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2158 max = maxfree[i];
2297 }
2298 else 2159 else
2299 { 2160 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2161 mapspace &ms = mp->at (nx, ny);
2162
2163 blocked = ms.move_block;
2301 2164
2302 if ((move_type & blocked) == move_type) 2165 if ((move_type & blocked) == move_type)
2303 {
2304 max = maxfree[i]; 2166 max = maxfree[i];
2305 }
2306 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2307 { 2168 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2309 { 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2311 {
2312 break; 2172 break;
2313 } 2173
2314 }
2315 if (tmp) 2174 if (tmp)
2316 {
2317 return freedir[i]; 2175 return freedir[i];
2318 }
2319 } 2176 }
2320 } 2177 }
2321 } 2178 }
2179
2322 return 0; 2180 return 0;
2323} 2181}
2324 2182
2325/* 2183/*
2326 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects. 2185 * distance between the two given objects.
2328 */ 2186 */
2329
2330int 2187int
2331distance (const object *ob1, const object *ob2) 2188distance (const object *ob1, const object *ob2)
2332{ 2189{
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2190 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338} 2191}
2339 2192
2340/* 2193/*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which 2194 * find_dir_2(delta-x,delta-y) will return a direction in which
2342 * an object which has subtracted the x and y coordinates of another 2195 * an object which has subtracted the x and y coordinates of another
2343 * object, needs to travel toward it. 2196 * object, needs to travel toward it.
2344 */ 2197 */
2345
2346int 2198int
2347find_dir_2 (int x, int y) 2199find_dir_2 (int x, int y)
2348{ 2200{
2349 int 2201 int q;
2350 q;
2351 2202
2352 if (y) 2203 if (y)
2353 q = x * 100 / y; 2204 q = x * 100 / y;
2354 else if (x) 2205 else if (x)
2355 q = -300 * x; 2206 q = -300 * x;
2380 2231
2381 return 3; 2232 return 3;
2382} 2233}
2383 2234
2384/* 2235/*
2385 * absdir(int): Returns a number between 1 and 8, which represent
2386 * the "absolute" direction of a number (it actually takes care of
2387 * "overflow" in previous calculations of a direction).
2388 */
2389
2390int
2391absdir (int d)
2392{
2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2397 return d;
2398}
2399
2400/*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2402 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2403 */ 2238 */
2404
2405int 2239int
2406dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2407{ 2241{
2408 int 2242 int d;
2409 d;
2410 2243
2411 d = abs (dir1 - dir2); 2244 d = abs (dir1 - dir2);
2412 if (d > 4) 2245 if (d > 4)
2413 d = 8 - d; 2246 d = 8 - d;
2247
2414 return d; 2248 return d;
2415} 2249}
2416 2250
2417/* peterm: 2251/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2252 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2255 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2256 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2257 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2258 * functions.
2425 */ 2259 */
2426
2427int
2428 reduction_dir[SIZEOFFREE][3] = { 2260int reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */ 2261 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */ 2262 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */ 2263 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */ 2264 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */ 2265 {0, 0, 0}, /* 4 */
2481 * find a path to that monster that we found. If not, 2313 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2314 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2315 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2316 * Modified to be map tile aware -.MSW
2485 */ 2317 */
2486
2487
2488int 2318int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2319can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2320{
2491 sint16 dx, dy; 2321 sint16 dx, dy;
2492 int
2493 mflags; 2322 int mflags;
2494 2323
2495 if (dir < 0) 2324 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2325 return 0; /* exit condition: invalid direction */
2497 2326
2498 dx = x + freearr_x[dir]; 2327 dx = x + freearr_x[dir];
2511 return 0; 2340 return 0;
2512 2341
2513 /* yes, can see. */ 2342 /* yes, can see. */
2514 if (dir < 9) 2343 if (dir < 9)
2515 return 1; 2344 return 1;
2345
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2346 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2347 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2348 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2349}
2519
2520
2521 2350
2522/* 2351/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2352 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be 2353 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2354 * picked up, otherwise 0.
2527 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2528 * core dumps if they do. 2357 * core dumps if they do.
2529 * 2358 *
2530 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2531 */ 2360 */
2532
2533int 2361int
2534can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2535{ 2363{
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539} 2367}
2540 2368
2541
2542/* 2369/*
2543 * create clone from object to another 2370 * create clone from object to another
2544 */ 2371 */
2545object * 2372object *
2546object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2547{ 2374{
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2550 2376
2551 if (!asrc) 2377 if (!asrc)
2552 return NULL; 2378 return 0;
2553 src = asrc; 2379
2554 if (src->head)
2555 src = src->head; 2380 src = asrc->head_ ();
2556 2381
2557 prev = NULL; 2382 prev = 0;
2558 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2559 { 2384 {
2560 tmp = get_object (); 2385 tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x; 2386 tmp->x -= src->x;
2563 tmp->y -= src->y; 2387 tmp->y -= src->y;
2388
2564 if (!part->head) 2389 if (!part->head)
2565 { 2390 {
2566 dst = tmp; 2391 dst = tmp;
2567 tmp->head = NULL; 2392 tmp->head = 0;
2568 } 2393 }
2569 else 2394 else
2570 {
2571 tmp->head = dst; 2395 tmp->head = dst;
2572 } 2396
2573 tmp->more = NULL; 2397 tmp->more = 0;
2398
2574 if (prev) 2399 if (prev)
2575 prev->more = tmp; 2400 prev->more = tmp;
2401
2576 prev = tmp; 2402 prev = tmp;
2577 } 2403 }
2578 2404
2579 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2581 2407
2582 return dst; 2408 return dst;
2583}
2584
2585/* GROS - Creates an object using a string representing its content. */
2586/* Basically, we save the content of the string to a temp file, then call */
2587/* load_object on it. I admit it is a highly inefficient way to make things, */
2588/* but it was simple to make and allows reusing the load_object function. */
2589/* Remember not to use load_object_str in a time-critical situation. */
2590/* Also remember that multiparts objects are not supported for now. */
2591
2592object *
2593load_object_str (const char *obstr)
2594{
2595 object *op;
2596 char filename[MAX_BUF];
2597
2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2599
2600 FILE *tempfile = fopen (filename, "w");
2601
2602 if (tempfile == NULL)
2603 {
2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2605 return NULL;
2606 }
2607
2608 fprintf (tempfile, obstr);
2609 fclose (tempfile);
2610
2611 op = get_object ();
2612
2613 object_thawer thawer (filename);
2614
2615 if (thawer)
2616 load_object (thawer, op, 0);
2617
2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2619 CLEAR_FLAG (op, FLAG_REMOVED);
2620
2621 return op;
2622} 2409}
2623 2410
2624/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2625 * has the same type and subtype match. 2412 * has the same type and subtype match.
2626 * returns NULL if no match. 2413 * returns NULL if no match.
2627 */ 2414 */
2628object * 2415object *
2629find_obj_by_type_subtype (const object *who, int type, int subtype) 2416find_obj_by_type_subtype (const object *who, int type, int subtype)
2630{ 2417{
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below) 2418 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype) 2419 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp; 2420 return tmp;
2636 2421
2637 return NULL; 2422 return 0;
2638} 2423}
2639 2424
2640/* If ob has a field named key, return the link from the list, 2425/* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL. 2426 * otherwise return NULL.
2642 * 2427 *
2644 * do the desired thing. 2429 * do the desired thing.
2645 */ 2430 */
2646key_value * 2431key_value *
2647get_ob_key_link (const object *ob, const char *key) 2432get_ob_key_link (const object *ob, const char *key)
2648{ 2433{
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next) 2434 for (key_value *link = ob->key_values; link; link = link->next)
2652 if (link->key == key) 2435 if (link->key == key)
2653 return link; 2436 return link;
2654 2437
2655 return NULL; 2438 return 0;
2656} 2439}
2657 2440
2658/* 2441/*
2659 * Returns the value of op has an extra_field for key, or NULL. 2442 * Returns the value of op has an extra_field for key, or NULL.
2660 * 2443 *
2685 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2686 return link->value; 2469 return link->value;
2687 2470
2688 return 0; 2471 return 0;
2689} 2472}
2690
2691 2473
2692/* 2474/*
2693 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2694 * 2476 *
2695 * canonical_key is a shared string (value doesn't have to be). 2477 * canonical_key is a shared string (value doesn't have to be).
2700 * Returns TRUE on success. 2482 * Returns TRUE on success.
2701 */ 2483 */
2702int 2484int
2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{ 2486{
2705 key_value *
2706 field = NULL, *last = NULL; 2487 key_value *field = NULL, *last = NULL;
2707 2488
2708 for (field = op->key_values; field != NULL; field = field->next) 2489 for (field = op->key_values; field != NULL; field = field->next)
2709 { 2490 {
2710 if (field->key != canonical_key) 2491 if (field->key != canonical_key)
2711 { 2492 {
2720 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2721 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2722 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2723 * we get this value back again. 2504 * we get this value back again.
2724 */ 2505 */
2725 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2726 field->value = 0; 2507 field->value = 0;
2727 else 2508 else
2728 { 2509 {
2729 if (last) 2510 if (last)
2730 last->next = field->next; 2511 last->next = field->next;
2739 /* IF we get here, key doesn't exist */ 2520 /* IF we get here, key doesn't exist */
2740 2521
2741 /* No field, we'll have to add it. */ 2522 /* No field, we'll have to add it. */
2742 2523
2743 if (!add_key) 2524 if (!add_key)
2744 {
2745 return FALSE; 2525 return FALSE;
2746 } 2526
2747 /* There isn't any good reason to store a null 2527 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has 2528 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't 2529 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings, 2530 * be here. If user wants to store empty strings,
2751 * should pass in "" 2531 * should pass in ""
2800 } 2580 }
2801 else 2581 else
2802 item = item->env; 2582 item = item->env;
2803} 2583}
2804 2584
2585const char *
2586object::flag_desc (char *desc, int len) const
2587{
2588 char *p = desc;
2589 bool first = true;
2590
2591 *p = 0;
2592
2593 for (int i = 0; i < NUM_FLAGS; i++)
2594 {
2595 if (len <= 10) // magic constant!
2596 {
2597 snprintf (p, len, ",...");
2598 break;
2599 }
2600
2601 if (flag [i])
2602 {
2603 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2604 len -= cnt;
2605 p += cnt;
2606 first = false;
2607 }
2608 }
2609
2610 return desc;
2611}
2612
2805// return a suitable string describing an objetc in enough detail to find it 2613// return a suitable string describing an object in enough detail to find it
2806const char * 2614const char *
2807object::debug_desc (char *info) const 2615object::debug_desc (char *info) const
2808{ 2616{
2617 char flagdesc[512];
2809 char info2[256 * 3]; 2618 char info2[256 * 4];
2810 char *p = info; 2619 char *p = info;
2811 2620
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2813 count, 2622 count,
2623 uuid.c_str (),
2814 &name, 2624 &name,
2815 title ? " " : "", 2625 title ? "\",title:\"" : "",
2816 title ? (const char *)title : ""); 2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2817 2628
2818 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820 2631
2821 if (map) 2632 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2823 2634
2824 return info; 2635 return info;
2825} 2636}
2826 2637
2827const char * 2638const char *
2828object::debug_desc () const 2639object::debug_desc () const
2829{ 2640{
2830 static char info[256 * 3]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2831 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2832} 2645}
2833 2646
2647struct region *
2648object::region () const
2649{
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652}
2653
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void
2664object::open_container (object *new_container)
2665{
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674#if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679#endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695#if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703#endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764}
2765

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