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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h> 34#include <sproto.h>
35#include <loader.h> 35#include <loader.h>
36 36
37#include <bitset>
38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
40static UUID uuid;
41const uint64 UUID_SKIP = 1<<19;
38 42
39object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
41 45
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 48};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51int freedir[SIZEOFFREE] = { 55int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 58};
55 59
60static void
61write_uuid (void)
62{
63 char filename1[MAX_BUF], filename2[MAX_BUF];
64
65 sprintf (filename1, "%s/uuid", settings.localdir);
66 sprintf (filename2, "%s/uuid~", settings.localdir);
67
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 FILE *fp;
89
90 if (!(fp = fopen (filename, "r")))
91 {
92 if (errno == ENOENT)
93 {
94 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0;
96 write_uuid ();
97 return;
98 }
99
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1);
102 }
103
104 int version;
105 unsigned long long uid;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1);
110 }
111
112 uuid.seq = uid;
113 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp);
116}
117
118UUID
119gen_uuid ()
120{
121 UUID uid;
122
123 uid.seq = ++uuid.seq;
124
125 if (!(uuid.seq & (UUID_SKIP - 1)))
126 write_uuid ();
127
128 return uid;
129}
130
131void
132init_uuid ()
133{
134 read_uuid ();
135}
136
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 138static int
58compare_ob_value_lists_one (const object *wants, const object *has) 139compare_ob_value_lists_one (const object *wants, const object *has)
59{ 140{
60 key_value *wants_field; 141 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
65 */ 146 */
66 147
67 /* For each field in wants, */ 148 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 150 {
70 key_value *has_field; 151 key_value *has_field;
71 152
72 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
107 * 188 *
108 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
111 * 192 *
112 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
113 * 194 *
114 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
115 * check weight 196 * check weight
116 */ 197 */
117
118bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
119{ 199{
120 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
122 return 0; 206 return 0;
123 207
124 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 211 * used to store nrof).
130 */ 212 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 224
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 227
146 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 253 return 0;
178 254
179 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 256 * check all objects in the inventory.
181 */ 257 */
184 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 262 return 0;
187 263
188 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 266 return 0;
191 267
192 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
203 279
204 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 285 return 0;
210 286
211 switch (ob1->type) 287 switch (ob1->type)
212 { 288 {
213 case SCROLL: 289 case SCROLL:
249sum_weight (object *op) 325sum_weight (object *op)
250{ 326{
251 long sum; 327 long sum;
252 object *inv; 328 object *inv;
253 329
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
255 { 331 {
256 if (inv->inv) 332 if (inv->inv)
257 sum_weight (inv); 333 sum_weight (inv);
334
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 336 }
337
260 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
340
262 if (op->carrying != sum) 341 if (op->carrying != sum)
263 op->carrying = sum; 342 op->carrying = sum;
343
264 return sum; 344 return sum;
265} 345}
266 346
267/** 347/**
268 * Return the outermost environment object for a given object. 348 * Return the outermost environment object for a given object.
275 op = op->env; 355 op = op->env;
276 return op; 356 return op;
277} 357}
278 358
279/* 359/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 361 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
298 */ 363 */
299 364char *
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 365dump_object (object *op)
356{ 366{
357 if (op == NULL) 367 if (!op)
358 { 368 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 369
366void 370 object_freezer freezer;
367dump_all_objects (void) 371 op->write (freezer);
368{ 372 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 373}
377 374
378/* 375/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
396} 393}
397 394
398/* 395/*
399 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
400 */ 397 */
401
402object * 398object *
403find_object (tag_t i) 399find_object (tag_t i)
404{ 400{
405 object *op; 401 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 402 if (op->count == i)
409 break;
410 return op; 403 return op;
404
405 return 0;
411} 406}
412 407
413/* 408/*
414 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
417 */ 412 */
418
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474} 430}
475 431
476/* 432/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 434 * skill and experience objects.
479 */ 435 */
480void 436void
481set_owner (object *op, object *owner) 437object::set_owner (object *owner)
482{ 438{
483 if (owner == NULL || op == NULL) 439 if (!owner)
484 return; 440 return;
485 441
486 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
492 */ 448 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
494 owner = owner->owner; 450 owner = owner->owner;
495 451
496 /* IF the owner still has an owner, we did not resolve to a final owner. 452 this->owner = owner;
497 * so lets not add to that. 453}
498 */ 454
499 if (owner->owner) 455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
500 return; 459 return;
501 460
502 op->owner = owner; 461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
503 462
504 op->ownercount = owner->count; 463 if (chosen_skill)
505 owner->refcount++; 464 chosen_skill->flag [FLAG_APPLIED] = false;
506}
507 465
508/* Set the owner to clone's current owner and set the skill and experience 466 current_weapon = ob;
509 * objects to clone's objects (typically those objects that where the owner's 467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522 468
523 if (owner == NULL) 469 if (chosen_skill)
524 { 470 chosen_skill->flag [FLAG_APPLIED] = true;
525 /* players don't have owners - they own themselves. Update
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return;
532 }
533 471
534 set_owner (op, owner); 472 update_stats ();
535} 473}
536 474
537/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 476 * refcounts and freeing the links.
539 */ 477 */
540static void 478static void
541free_key_values (object *op) 479free_key_values (object *op)
542{ 480{
543 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
544 { 482 {
545 key_value *next = i->next; 483 key_value *next = i->next;
546 delete i; 484 delete i;
547 485
548 i = next; 486 i = next;
549 } 487 }
550 488
551 op->key_values = 0; 489 op->key_values = 0;
552} 490}
553 491
554void object::clear () 492object &
493object::operator =(const object &src)
555{ 494{
556 attachable_base::clear (); 495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
557 497
558 free_key_values (this); 498 *(object_copy *)this = src;
559 499
560 clear_owner (this); 500 flag [FLAG_FREED] = is_freed;
561 501 flag [FLAG_REMOVED] = is_removed;
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object,
621 * and then copies the contends of the first object into the second
622 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object
625 * will point at garbage.
626 */
627
628void
629copy_object (object *op2, object *op)
630{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
633
634 op2->clone (op);
635
636 if (is_freed)
637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED);
640
641 if (op2->speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
643 502
644 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
645 if (op2->key_values) 504 if (src.key_values)
646 { 505 {
647 key_value *tail = 0; 506 key_value *tail = 0;
648 key_value *i;
649
650 op->key_values = 0; 507 key_values = 0;
651 508
652 for (i = op2->key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
653 { 510 {
654 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
655 512
656 new_link->next = 0; 513 new_link->next = 0;
657 new_link->key = i->key; 514 new_link->key = i->key;
658 new_link->value = i->value; 515 new_link->value = i->value;
659 516
660 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
661 if (!op->key_values) 518 if (!key_values)
662 { 519 {
663 op->key_values = new_link; 520 key_values = new_link;
664 tail = new_link; 521 tail = new_link;
665 } 522 }
666 else 523 else
667 { 524 {
668 tail->next = new_link; 525 tail->next = new_link;
669 tail = new_link; 526 tail = new_link;
670 } 527 }
671 } 528 }
672 } 529 }
530}
673 531
674 update_ob_speed (op); 532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
568}
569
570object *
571object::clone ()
572{
573 object *neu = create ();
574 copy_to (neu);
575 return neu;
675} 576}
676 577
677/* 578/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 580 * to the closest player being on the other side, this function can
680 * be called to update the face variable, _and_ how it looks on the map. 581 * be called to update the face variable, _and_ how it looks on the map.
681 */ 582 */
682
683void 583void
684update_turn_face (object *op) 584update_turn_face (object *op)
685{ 585{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 587 return;
588
688 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
690} 591}
691 592
692/* 593/*
693 * Updates the speed of an object. If the speed changes from 0 to another 594 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 595 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 596 * This function needs to be called whenever the speed of an object changes.
696 */ 597 */
697
698void 598void
699update_ob_speed (object *op) 599object::set_speed (float speed)
700{ 600{
701 extern int arch_init; 601 if (flag [FLAG_FREED] && speed)
702
703 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated.
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 602 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 604 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 605 }
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725 606
726 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
727 * of the list. */ 608
728 op->active_next = active_objects; 609 if (has_active_speed ())
729 if (op->active_next != NULL) 610 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 611 else
734 { 612 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 613}
755 614
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 615/*
788 * update_object() updates the array which represents the map. 616 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 618 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 619 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 620 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 621 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 622 * updating that window, though, since update_object() is called _often_)
795 * 623 *
796 * action is a hint of what the caller believes need to be done. 624 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 625 * current action are:
802 * UP_OBJ_INSERT: op was inserted 626 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 627 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 628 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 629 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
807 */ 631 */
808
809void 632void
810update_object (object *op, int action) 633update_object (object *op, int action)
811{ 634{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow;
814
815 if (op == NULL) 635 if (op == NULL)
816 { 636 {
817 /* this should never happen */ 637 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 639 return;
820 } 640 }
821 641
822 if (op->env != NULL) 642 if (op->env)
823 { 643 {
824 /* Animation is currently handled by client, so nothing 644 /* Animation is currently handled by client, so nothing
825 * to do in this case. 645 * to do in this case.
826 */ 646 */
827 return; 647 return;
832 */ 652 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 653 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 654 return;
835 655
836 /* make sure the object is within map boundaries */ 656 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 658 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 660#ifdef MANY_CORES
841 abort (); 661 abort ();
842#endif 662#endif
843 return; 663 return;
844 } 664 }
845 665
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 666 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 667
668 if (!(m.flags_ & P_UPTODATE))
669 /* nop */;
853 if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
854 { 671 {
672 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 673 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 674 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 675 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 676 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 678 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 679 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 680 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 681 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 682 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 683 * to have move_allow right now.
878 */ 684 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 687 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 688 }
885 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 691 * that is being removed.
888 */ 692 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 694 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
893 else 697 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 699
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 700 if (op->more)
903 update_object (op->more, action); 701 update_object (op->more, action);
904}
905
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921} 702}
922 703
923object::object () 704object::object ()
924{ 705{
925 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
926 707
927 expmul = 1.0; 708 expmul = 1.0;
928 face = blank_face; 709 face = blank_face;
929 attacked_by_count = -1;
930} 710}
931 711
932object::~object () 712object::~object ()
933{ 713{
714 unlink ();
715
934 free_key_values (this); 716 free_key_values (this);
935} 717}
936 718
719static int object_count;
720
937void object::link () 721void object::link ()
938{ 722{
723 assert (!index);//D
724 uuid = gen_uuid ();
939 count = ++ob_count; 725 count = ++object_count;
940 726
941 prev = 0; 727 refcnt_inc ();
942 next = objects; 728 objects.insert (this);
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948} 729}
949 730
950void object::unlink () 731void object::unlink ()
951{ 732{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next) 733 if (!index)
962 { 734 return;
963 next->prev = prev; 735
964 next = 0; 736 objects.erase (this);
737 refcnt_dec ();
738}
739
740void
741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
965 } 791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
966 796
967 if (this == objects) 797/*
968 objects = next; 798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
969} 845}
970 846
971object *object::create () 847object *object::create ()
972{ 848{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 849 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 850 op->link ();
989 return op; 851 return op;
990} 852}
991 853
992/* 854void
993 * free_object() frees everything allocated by an object, removes 855object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 856{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 857 attachable::do_destroy ();
858
859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
863 remove_friendly_object (this);
864
865 if (!flag [FLAG_REMOVED])
866 remove ();
867
868 destroy_inv (true);
869
870 deactivate ();
871 unlink ();
872
873 flag [FLAG_FREED] = 1;
874
875 // hack to ensure that freed objects still have a valid map
876 {
877 static maptile *freed_map; // freed objects are moved here to avoid crashes
878
879 if (!freed_map)
880 {
881 freed_map = new maptile;
882
883 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3;
885 freed_map->height = 3;
886
887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
889 }
890
891 map = freed_map;
892 x = 1;
893 y = 1;
894 }
895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
904 // clear those pointers that likely might have circular references to us
905 owner = 0;
906 enemy = 0;
907 attacked_by = 0;
908}
909
910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
1005 return; 914 return;
1006 915
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 916 if (destroy_inventory)
1008 remove_ob (this); 917 destroy_inv (false);
1009 918
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 919 attachable::destroy ();
1011 remove_friendly_object (this);
1012
1013 SET_FLAG (this, FLAG_FREED);
1014
1015 if (more)
1016 {
1017 more->free (free_inventory);
1018 more = 0;
1019 }
1020
1021 if (inv)
1022 {
1023 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030
1031 while (op)
1032 {
1033 object *tmp = op->below;
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041
1042 while (op)
1043 {
1044 object *tmp = op->below;
1045
1046 remove_ob (op);
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 920}
1073 921
1074/* 922/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1077 */ 925 */
1078
1079void 926void
1080sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1081{ 928{
1082 while (op != NULL) 929 while (op != NULL)
1083 { 930 {
1084 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 933
1088 op->carrying -= weight; 934 op->carrying -= weight;
1089 op = op->env; 935 op = op->env;
1090 } 936 }
1091} 937}
1092 938
1093/* remove_ob(op): 939/* op->remove ():
1094 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 944 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 945 */
1101
1102void 946void
1103remove_ob (object *op) 947object::do_remove ()
1104{ 948{
949 object *tmp, *last = 0;
1105 object * 950 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 951
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 953 return;
1124 954
1125 SET_FLAG (op, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
1126 957
1127 if (op->more != NULL) 958 if (more)
1128 remove_ob (op->more); 959 more->remove ();
1129 960
1130 /* 961 /*
1131 * In this case, the object to be removed is in someones 962 * In this case, the object to be removed is in someones
1132 * inventory. 963 * inventory.
1133 */ 964 */
1134 if (op->env != NULL) 965 if (env)
1135 { 966 {
1136 if (op->nrof) 967 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 968 sub_weight (env, weight * nrof);
1138 else 969 else
1139 sub_weight (op->env, op->weight + op->carrying); 970 sub_weight (env, weight + carrying);
1140 971
1141 /* NO_FIX_PLAYER is set when a great many changes are being 972 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 973 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 974 * to save cpu time.
1144 */ 975 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 977 otmp->update_stats ();
1147 978
1148 if (op->above != NULL) 979 if (above)
1149 op->above->below = op->below; 980 above->below = below;
1150 else 981 else
1151 op->env->inv = op->below; 982 env->inv = below;
1152 983
1153 if (op->below != NULL) 984 if (below)
1154 op->below->above = op->above; 985 below->above = above;
1155 986
1156 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
1159 */ 990 */
1160 op->x = op->env->x, op->y = op->env->y; 991 x = env->x, y = env->y;
1161 op->map = op->env->map; 992 map = env->map;
1162 op->above = NULL, op->below = NULL; 993 above = 0, below = 0;
1163 op->env = NULL; 994 env = 0;
1164 } 995 }
1165 else if (op->map) 996 else if (map)
1166 { 997 {
1167 x = op->x; 998 if (type == PLAYER)
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 } 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1181 1005
1182 if (op->map != m) 1006 --map->players;
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1007 map->touch ();
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */ 1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1189 1012
1190 /* link the object above us */ 1013 /* link the object above us */
1191 if (op->above) 1014 if (above)
1192 op->above->below = op->below; 1015 above->below = below;
1193 else 1016 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1195 1018
1196 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1197 if (op->below) 1020 if (below)
1198 op->below->above = op->above; 1021 below->above = above;
1199 else 1022 else
1200 { 1023 {
1201 /* Nothing below, which means we need to relink map object for this space 1024 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 1025 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1026 * evident
1204 */ 1027 */
1205 if (GET_MAP_OB (m, x, y) != op) 1028 if (GET_MAP_OB (map, x, y) != this)
1206 {
1207 dump_object (op);
1208 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1029 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 ());
1210 dump_object (GET_MAP_OB (m, x, y)); 1030
1211 LOG (llevError, "%s\n", errmsg); 1031 ms.bot = above; /* goes on above it. */
1212 } 1032 }
1213 1033
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1215 }
1216
1217 op->above = 0; 1034 above = 0;
1218 op->below = 0; 1035 below = 0;
1219 1036
1220 if (op->map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1221 return; 1038 return;
1222 1039
1223 tag = op->count; 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1041
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1227 { 1043 {
1228 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1229 * being removed. 1045 * being removed.
1230 */ 1046 */
1231 1047
1232 if (tmp->type == PLAYER && tmp != op) 1048 if (tmp->type == PLAYER && tmp != this)
1233 { 1049 {
1234 /* If a container that the player is currently using somehow gets 1050 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1236 * appropriately. 1052 * appropriately.
1237 */ 1053 */
1238 if (tmp->container == op) 1054 if (tmp->container == this)
1239 { 1055 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1056 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1057 tmp->container = 0;
1242 } 1058 }
1243 1059
1244 tmp->contr->socket.update_look = 1; 1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1245 } 1062 }
1246 1063
1247 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1065 if (check_walk_off
1066 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1068 {
1250 move_apply (tmp, op, NULL); 1069 move_apply (tmp, this, 0);
1251 1070
1252 if (was_destroyed (op, tag)) 1071 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1073 }
1257 1074
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1260 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1261 tmp->above = NULL; 1078 tmp->above = 0;
1262 1079
1263 last = tmp; 1080 last = tmp;
1264 } 1081 }
1265 1082
1266 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1085 if (!last)
1268 { 1086 map->at (x, y).flags_ = 0;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1087 else
1278 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1279 1089
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1282 } 1092 }
1283} 1093}
1284 1094
1285/* 1095/*
1286 * merge_ob(op,top): 1096 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1099 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1102 */
1293
1294object * 1103object *
1295merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1296{ 1105{
1297 if (!op->nrof) 1106 if (!op->nrof)
1298 return 0; 1107 return 0;
1299 1108
1300 if (top == NULL) 1109 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1302 1112
1303 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1304 { 1114 {
1305 if (top == op) 1115 if (top == op)
1306 continue; 1116 continue;
1307 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1308 { 1119 {
1309 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1310 1121
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1124 op->destroy ();
1314 free_object (op);
1315 return top; 1125 return top;
1316 } 1126 }
1317 } 1127 }
1318 1128
1319 return NULL; 1129 return 0;
1320} 1130}
1321 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1322/* 1155/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1324 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1325 */ 1158 */
1326object * 1159object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1161{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1163 {
1336 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1337 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1338 } 1166 }
1339 1167
1358 * Return value: 1186 * Return value:
1359 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1189 * just 'op' otherwise
1362 */ 1190 */
1363
1364object * 1191object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1367 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1368 sint16 x, y;
1369 1197
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1371 {
1372 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL;
1374 }
1375 1199
1376 if (m == NULL) 1200#if 0
1377 { 1201 if (!m->active != !op->active)
1378 dump_object (op); 1202 if (m->active)
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1203 op->activate_recursive ();
1380 return op; 1204 else
1381 } 1205 op->deactivate_recursive ();
1206#endif
1382 1207
1383 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1384 { 1209 {
1385 dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1387#ifdef MANY_CORES 1211#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1212 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting 1213 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1214 * improperly inserted.
1391 */ 1215 */
1392 abort (); 1216 abort ();
1393#endif 1217#endif
1394 return op; 1218 return op;
1395 } 1219 }
1396 1220
1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401 return op;
1402 }
1403
1404 if (op->more != NULL)
1405 {
1406 /* The part may be on a different map. */
1407
1408 object *more = op->more; 1221 if (object *more = op->more)
1409 1222 {
1410 /* We really need the caller to normalize coordinates - if
1411 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it.
1414 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map)
1418 {
1419 /* For backwards compatibility - when not dealing with tiled maps,
1420 * more->map should always point to the parent.
1421 */
1422 more->map = m;
1423 }
1424
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1426 { 1224 {
1427 if (!op->head) 1225 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1227
1430 return NULL; 1228 return 0;
1431 } 1229 }
1432 } 1230 }
1433 1231
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1233
1436 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1437 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1438 * need extra work 1236 * need extra work
1439 */ 1237 */
1440 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1441 x = op->x; 1239 return 0;
1442 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1443 1243
1444 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1445 */ 1245 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1248 if (object::can_merge (op, tmp))
1449 { 1249 {
1450 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1251 tmp->destroy ();
1452 free_object (tmp);
1453 } 1252 }
1454 1253
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1254 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1255 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1256
1470 op->below = originator->below; 1269 op->below = originator->below;
1471 1270
1472 if (op->below) 1271 if (op->below)
1473 op->below->above = op; 1272 op->below->above = op;
1474 else 1273 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1274 ms.bot = op;
1476 1275
1477 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1478 originator->below = op; 1277 originator->below = op;
1479 } 1278 }
1480 else 1279 else
1481 { 1280 {
1281 top = ms.bot;
1282
1482 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1484 { 1285 {
1485 object *last = NULL; 1286 object *last = 0;
1486 1287
1487 /* 1288 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1291 * Generally, we want to put the new object on top. But if
1494 * once we get to them. This reduces the need to traverse over all of 1295 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time 1296 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed 1297 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1498 */ 1299 */
1499 1300 for (top = ms.bot; top; top = top->above)
1500 while (top != NULL)
1501 { 1301 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1303 floor = top;
1504 1304
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 top = top->below; 1308 top = top->below;
1509 break; 1309 break;
1510 } 1310 }
1511 1311
1512 last = top; 1312 last = top;
1513 top = top->above;
1514 } 1313 }
1515 1314
1516 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1517 top = last; 1316 top = last;
1518 1317
1520 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1521 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1522 */ 1321 */
1523 1322
1524 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1525 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1526 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1327 * stacking is a bit odd.
1529 */ 1328 */
1530 if (!(flag & INS_ON_TOP) && 1329 if (!(flag & INS_ON_TOP)
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1532 { 1332 {
1533 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1335 break;
1336
1536 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1537 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1538 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1539 * set top to the object below us. 1340 * set top to the object below us.
1540 */ 1341 */
1542 top = last->below; 1343 top = last->below;
1543 } 1344 }
1544 } /* If objects on this space */ 1345 } /* If objects on this space */
1545 1346
1546 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1547 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1548 1349
1549 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor; 1351 top = floor;
1551 1352
1552 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1553 */ 1354 */
1554 1355
1555 /* First object on this space */ 1356 /* First object on this space */
1556 if (!top) 1357 if (!top)
1557 { 1358 {
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1559 1360
1560 if (op->above) 1361 if (op->above)
1561 op->above->below = op; 1362 op->above->below = op;
1562 1363
1563 op->below = NULL; 1364 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1365 ms.bot = op;
1565 } 1366 }
1566 else 1367 else
1567 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1568 op->above = top->above; 1369 op->above = top->above;
1569 1370
1572 1373
1573 op->below = top; 1374 op->below = top;
1574 top->above = op; 1375 top->above = op;
1575 } 1376 }
1576 1377
1577 if (op->above == NULL) 1378 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1379 ms.top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1580 1381
1581 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1582 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1583 1390
1584 /* If we have a floor, we know the player, if any, will be above 1391 /* If we have a floor, we know the player, if any, will be above
1585 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1586 */ 1393 */
1587 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1395 if (object *pl = ms.player ())
1589 if (tmp->type == PLAYER) 1396 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1397 pl->contr->ns->floorbox_update ();
1591 1398
1592 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1400 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1401 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1402 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1406 * of effect may be sufficient.
1600 */ 1407 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1603 1410
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1606 1413
1414 INVOKE_OBJECT (INSERT, op);
1415
1607 /* Don't know if moving this to the end will break anything. However, 1416 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1417 * we want to have floorbox_update called before calling this.
1609 * 1418 *
1610 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1420 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1421 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1422 * update_object().
1615 1424
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1427 {
1619 if (check_move_on (op, originator)) 1428 if (check_move_on (op, originator))
1620 return NULL; 1429 return 0;
1621 1430
1622 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1432 * walk on's.
1624 */ 1433 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1627 return NULL; 1436 return 0;
1628 } 1437 }
1629 1438
1630 return op; 1439 return op;
1631} 1440}
1632 1441
1633/* this function inserts an object in the map, but if it 1442/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1443 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1444 * op is the object to insert it under: supplies x and the map.
1636 */ 1445 */
1637void 1446void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1447replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1448{
1640 object * 1449 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1450
1645 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1646 1452
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1455 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1456
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1458
1658 tmp1->x = op->x; 1459 tmp1->x = op->x;
1659 tmp1->y = op->y; 1460 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1661} 1468}
1662 1469
1663/* 1470/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1475 * global static errmsg array.
1669 */ 1476 */
1670
1671object * 1477object *
1672get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1673{ 1479{
1674 object * 1480 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1482
1679 if (orig_ob->nrof < nr) 1483 if (orig_ob->nrof < nr)
1680 { 1484 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1485 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1486 return NULL;
1683 } 1487 }
1684 1488
1685 newob = object_create_clone (orig_ob); 1489 newob = object_create_clone (orig_ob);
1686 1490
1687 if ((orig_ob->nrof -= nr) < 1) 1491 if ((orig_ob->nrof -= nr) < 1)
1688 { 1492 orig_ob->destroy (1);
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed) 1493 else if (!is_removed)
1694 { 1494 {
1695 if (orig_ob->env != NULL) 1495 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1496 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1497 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1712 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1713 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1714 * 1514 *
1715 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1716 */ 1516 */
1717
1718object * 1517object *
1719decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1720{ 1519{
1721 object *tmp; 1520 object *tmp;
1722 player *pl;
1723 1521
1724 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1523 return op;
1726 1524
1727 if (i > op->nrof) 1525 if (i > op->nrof)
1728 i = op->nrof; 1526 i = op->nrof;
1729 1527
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1529 op->nrof -= i;
1732 else if (op->env != NULL) 1530 else if (op->env)
1733 { 1531 {
1734 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1735 * therein? 1533 * therein?
1736 */ 1534 */
1737 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1540 * and then searching the map for a player.
1743 */ 1541 */
1744 if (!tmp) 1542 if (!tmp)
1745 { 1543 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1748 break; 1547 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1548 }
1754 1549
1755 if (i < op->nrof) 1550 if (i < op->nrof)
1756 { 1551 {
1757 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1553 op->nrof -= i;
1759 if (tmp) 1554 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1762 }
1763 } 1556 }
1764 else 1557 else
1765 { 1558 {
1766 remove_ob (op); 1559 op->remove ();
1767 op->nrof = 0; 1560 op->nrof = 0;
1768 if (tmp) 1561 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1563 }
1773 } 1564 }
1774 else 1565 else
1775 { 1566 {
1776 object *above = op->above; 1567 object *above = op->above;
1777 1568
1778 if (i < op->nrof) 1569 if (i < op->nrof)
1779 op->nrof -= i; 1570 op->nrof -= i;
1780 else 1571 else
1781 { 1572 {
1782 remove_ob (op); 1573 op->remove ();
1783 op->nrof = 0; 1574 op->nrof = 0;
1784 } 1575 }
1785 1576
1786 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1789 { 1580 {
1790 if (op->nrof) 1581 if (op->nrof)
1791 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1792 else 1583 else
1796 1587
1797 if (op->nrof) 1588 if (op->nrof)
1798 return op; 1589 return op;
1799 else 1590 else
1800 { 1591 {
1801 free_object (op); 1592 op->destroy ();
1802 return NULL; 1593 return 0;
1803 } 1594 }
1804} 1595}
1805 1596
1806/* 1597/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1808 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1809 */ 1600 */
1810
1811void 1601void
1812add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1813{ 1603{
1814 while (op != NULL) 1604 while (op != NULL)
1815 { 1605 {
1819 op->carrying += weight; 1609 op->carrying += weight;
1820 op = op->env; 1610 op = op->env;
1821 } 1611 }
1822} 1612}
1823 1613
1614object *
1615insert_ob_in_ob (object *op, object *where)
1616{
1617 if (!where)
1618 {
1619 char *dump = dump_object (op);
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump);
1622 return op;
1623 }
1624
1625 if (where->head)
1626 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head;
1629 }
1630
1631 return where->insert (op);
1632}
1633
1824/* 1634/*
1825 * insert_ob_in_ob(op,environment): 1635 * env->insert (op)
1826 * This function inserts the object op in the linked list 1636 * This function inserts the object op in the linked list
1827 * inside the object environment. 1637 * inside the object environment.
1828 * 1638 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1836 */ 1641 */
1837
1838object * 1642object *
1839insert_ob_in_ob (object *op, object *where) 1643object::insert (object *op)
1840{ 1644{
1841 object * 1645 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1646
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1648 op->remove ();
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864 1649
1865 if (op->more) 1650 if (op->more)
1866 { 1651 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1653 return op;
1870 1655
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1658 if (op->nrof)
1874 { 1659 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1660 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1661 if (object::can_merge (tmp, op))
1877 { 1662 {
1878 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1664 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1666 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1667 * tmp->nrof, we need to increase the weight.
1883 */ 1668 */
1884 add_weight (where, op->weight * op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1670 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1671 op->destroy (); /* free the inserted object */
1887 op = tmp; 1672 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1673 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1675 break;
1891 } 1676 }
1892 1677
1893 /* I assume combined objects have no inventory 1678 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1679 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1680 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do 1681 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1682 * the linking below
1898 */ 1683 */
1899 add_weight (where, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1900 } 1685 }
1901 else 1686 else
1902 add_weight (where, (op->weight + op->carrying)); 1687 add_weight (this, (op->weight + op->carrying));
1903 1688
1904 otmp = is_player_inv (where); 1689 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1690 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1692 otmp->update_stats ();
1909 }
1910 1693
1911 op->map = NULL; 1694 op->map = 0;
1912 op->env = where; 1695 op->env = this;
1913 op->above = NULL; 1696 op->above = 0;
1914 op->below = NULL; 1697 op->below = 0;
1915 op->x = 0, op->y = 0; 1698 op->x = 0, op->y = 0;
1916 1699
1917 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1701 if ((op->glow_radius != 0) && map)
1919 { 1702 {
1920#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1706 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1707 update_all_los (map, x, y);
1925 } 1708 }
1926 1709
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1711 * It sure simplifies this function...
1929 */ 1712 */
1930 if (where->inv == NULL) 1713 if (!inv)
1931 where->inv = op; 1714 inv = op;
1932 else 1715 else
1933 { 1716 {
1934 op->below = where->inv; 1717 op->below = inv;
1935 op->below->above = op; 1718 op->below->above = op;
1936 where->inv = op; 1719 inv = op;
1937 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1723
1938 return op; 1724 return op;
1939} 1725}
1940 1726
1941/* 1727/*
1942 * Checks if any objects has a move_type that matches objects 1728 * Checks if any objects has a move_type that matches objects
1956 * 1742 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * MSW 2001-07-08: Check all objects on space, not just those below
1958 * object being inserted. insert_ob_in_map may not put new objects 1744 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1745 * on top.
1960 */ 1746 */
1961
1962int 1747int
1963check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1964{ 1749{
1965 object * 1750 object *tmp;
1966 tmp; 1751 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1752 int x = op->x, y = op->y;
1973 1753
1974 MoveType 1754 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1755
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1756 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1757 return 0;
1981
1982 tag = op->count;
1983 1758
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1759 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1760 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1762
2003 1778
2004 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
2006 */ 1781 */
2007 1782
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1784 {
2010 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1787 * we don't need to check all of them.
2013 */ 1788 */
2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033 { 1808 {
2034 1809
2035 float 1810 float
2036 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
2037 1812
2038 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
2039 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2040 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2041 diff /= 4.0; 1816 diff /= 4.0;
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1825 {
2051 move_apply (tmp, op, originator); 1826 move_apply (tmp, op, originator);
2052 1827
2053 if (was_destroyed (op, tag)) 1828 if (op->destroyed ())
2054 return 1; 1829 return 1;
2055 1830
2056 /* what the person/creature stepped onto has moved the object 1831 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1832 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1833 * have a feeling strange problems would result.
2068/* 1843/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2072 */ 1847 */
2073
2074object * 1848object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1850{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
2081 { 1852 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1854 return NULL;
2084 } 1855 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1858 if (tmp->arch == at)
2087 return tmp; 1859 return tmp;
1860
2088 return NULL; 1861 return NULL;
2089} 1862}
2090 1863
2091/* 1864/*
2092 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2095 */ 1868 */
2096
2097object * 1869object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
2099{ 1871{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
2104 { 1873 {
2105 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1875 return NULL;
2107 } 1876 }
2108 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)
2109 if (tmp->type == type) 1879 if (tmp->type == type)
2110 return tmp; 1880 return tmp;
1881
2111 return NULL; 1882 return NULL;
2112} 1883}
2113 1884
2114/* 1885/*
2115 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2118 */ 1889 */
2119
2120object * 1890object *
2121present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
2122{ 1892{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1894 if (tmp->type == type)
2128 return tmp; 1895 return tmp;
1896
2129 return NULL; 1897 return NULL;
2130} 1898}
2131 1899
2132/* 1900/*
2133 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1912 * to be unique.
2145 */ 1913 */
2146
2147object * 1914object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1915present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1916{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1919 return tmp;
2157 } 1920
2158 return NULL; 1921 return 0;
2159} 1922}
2160 1923
2161/* 1924/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2165 */ 1928 */
2166
2167object * 1929object *
2168present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
2169{ 1931{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1933 if (tmp->arch == at)
2175 return tmp; 1934 return tmp;
1935
2176 return NULL; 1936 return NULL;
2177} 1937}
2178 1938
2179/* 1939/*
2180 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
2181 */ 1941 */
2182void 1942void
2183flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
2184{ 1944{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1945 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1947 {
2191 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2193 } 1950 }
2194} /* 1951}
1952
1953/*
2195 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2196 */ 1955 */
2197void 1956void
2198unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2199{ 1958{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1959 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1961 {
2206 CLEAR_FLAG (tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1963 unflag_inv (tmp, flag);
2208 } 1964 }
2209} 1965}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1970 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function. 1971 * him/her-self and all object carried by a call to this function.
2216 */ 1972 */
2217
2218void 1973void
2219set_cheat (object *op) 1974set_cheat (object *op)
2220{ 1975{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1999 * customized, changed states, etc.
2245 */ 2000 */
2246
2247int 2001int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 2003{
2250 int
2251 i,
2252 index = 0, flag; 2004 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2255 2006
2256 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2257 { 2008 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 2010 if (!flag)
2260 altern[index++] = i; 2011 altern [index++] = i;
2261 2012
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 2014 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 2015 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 2016 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 2017 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2018 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2019 * won't look 2 spaces south of the target space.
2269 */ 2020 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 2022 stop = maxfree[i];
2272 } 2023 }
2024
2273 if (!index) 2025 if (!index)
2274 return -1; 2026 return -1;
2027
2275 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2276} 2029}
2277 2030
2278/* 2031/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2034 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2036 */
2284
2285int 2037int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2039{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2040 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2042 return i;
2295 } 2043
2296 return -1; 2044 return -1;
2297} 2045}
2298 2046
2299/* 2047/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2051 */
2303static void 2052static void
2304permute (int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2305{ 2054{
2306 int 2055 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2056 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2057
2317 tmp = arr[i]; 2058 while (--end)
2318 arr[i] = arr[j]; 2059 swap (arr [end], arr [rndm (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2060}
2322 2061
2323/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2067 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2068 */
2330void 2069void
2331get_search_arr (int *search_arr) 2070get_search_arr (int *search_arr)
2332{ 2071{
2333 int 2072 int i;
2334 i;
2335 2073
2336 for (i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2075 search_arr[i] = i;
2339 }
2340 2076
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2080}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2090 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2091 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2092 * there is capable of.
2357 */ 2093 */
2358
2359int 2094int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2095find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2096{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2365 2098
2366 sint16 nx, ny; 2099 sint16 nx, ny;
2367 object * 2100 object *tmp;
2368 tmp; 2101 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2102
2372 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2373 2104
2374 if (exclude && exclude->head) 2105 if (exclude && exclude->head)
2375 { 2106 {
2387 mp = m; 2118 mp = m;
2388 nx = x + freearr_x[i]; 2119 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2120 ny = y + freearr_y[i];
2390 2121
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2122 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123
2392 if (mflags & P_OUT_OF_MAP) 2124 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2125 max = maxfree[i];
2395 }
2396 else 2126 else
2397 { 2127 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2399 2131
2400 if ((move_type & blocked) == move_type) 2132 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2133 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2134 else if (mflags & P_IS_ALIVE)
2405 { 2135 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2139 break;
2411 } 2140
2412 }
2413 if (tmp) 2141 if (tmp)
2414 {
2415 return freedir[i]; 2142 return freedir[i];
2416 }
2417 } 2143 }
2418 } 2144 }
2419 } 2145 }
2146
2420 return 0; 2147 return 0;
2421} 2148}
2422 2149
2423/* 2150/*
2424 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2152 * distance between the two given objects.
2426 */ 2153 */
2427
2428int 2154int
2429distance (const object *ob1, const object *ob2) 2155distance (const object *ob1, const object *ob2)
2430{ 2156{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2158}
2437 2159
2438/* 2160/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2162 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2442 */ 2164 */
2443
2444int 2165int
2445find_dir_2 (int x, int y) 2166find_dir_2 (int x, int y)
2446{ 2167{
2447 int 2168 int q;
2448 q;
2449 2169
2450 if (y) 2170 if (y)
2451 q = x * 100 / y; 2171 q = x * 100 / y;
2452 else if (x) 2172 else if (x)
2453 q = -300 * x; 2173 q = -300 * x;
2478 2198
2479 return 3; 2199 return 3;
2480} 2200}
2481 2201
2482/* 2202/*
2483 * absdir(int): Returns a number between 1 and 8, which represent
2484 * the "absolute" direction of a number (it actually takes care of
2485 * "overflow" in previous calculations of a direction).
2486 */
2487
2488int
2489absdir (int d)
2490{
2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2495 return d;
2496}
2497
2498/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2500 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2501 */ 2205 */
2502
2503int 2206int
2504dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2505{ 2208{
2506 int 2209 int d;
2507 d;
2508 2210
2509 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2510 if (d > 4) 2212 if (d > 4)
2511 d = 8 - d; 2213 d = 8 - d;
2214
2512 return d; 2215 return d;
2513} 2216}
2514 2217
2515/* peterm: 2218/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2225 * functions.
2523 */ 2226 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2282 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2583 */ 2284 */
2584
2585
2586int 2285int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2287{
2589 sint16 dx, dy; 2288 sint16 dx, dy;
2590 int
2591 mflags; 2289 int mflags;
2592 2290
2593 if (dir < 0) 2291 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2595 2293
2596 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2609 return 0; 2307 return 0;
2610 2308
2611 /* yes, can see. */ 2309 /* yes, can see. */
2612 if (dir < 9) 2310 if (dir < 9)
2613 return 1; 2311 return 1;
2312
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2316}
2617
2618
2619 2317
2620/* 2318/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2335}
2638 2336
2639
2640/* 2337/*
2641 * create clone from object to another 2338 * create clone from object to another
2642 */ 2339 */
2643object * 2340object *
2644object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2645{ 2342{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2344
2649 if (!asrc) 2345 if (!asrc)
2650 return NULL; 2346 return 0;
2347
2651 src = asrc; 2348 src = asrc;
2652 if (src->head) 2349 if (src->head)
2653 src = src->head; 2350 src = src->head;
2654 2351
2655 prev = NULL; 2352 prev = 0;
2656 for (part = src; part; part = part->more) 2353 for (part = src; part; part = part->more)
2657 { 2354 {
2658 tmp = get_object (); 2355 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2356 tmp->x -= src->x;
2661 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2662 if (!part->head) 2359 if (!part->head)
2663 { 2360 {
2664 dst = tmp; 2361 dst = tmp;
2665 tmp->head = NULL; 2362 tmp->head = 0;
2666 } 2363 }
2667 else 2364 else
2668 {
2669 tmp->head = dst; 2365 tmp->head = dst;
2670 } 2366
2671 tmp->more = NULL; 2367 tmp->more = 0;
2368
2672 if (prev) 2369 if (prev)
2673 prev->more = tmp; 2370 prev->more = tmp;
2371
2674 prev = tmp; 2372 prev = tmp;
2675 } 2373 }
2676 2374
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2375 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2377
2683 return dst; 2378 return dst;
2684}
2685
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */
2706
2707object *
2708load_object_str (const char *obstr)
2709{
2710 object *
2711 op;
2712 char
2713 filename[MAX_BUF];
2714
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716
2717 FILE *
2718 tempfile = fopen (filename, "w");
2719
2720 if (tempfile == NULL)
2721 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL;
2724 };
2725 fprintf (tempfile, obstr);
2726 fclose (tempfile);
2727
2728 op = get_object ();
2729
2730 object_thawer thawer (filename);
2731
2732 if (thawer)
2733 load_object (thawer, op, 0);
2734
2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2736 CLEAR_FLAG (op, FLAG_REMOVED);
2737
2738 return op;
2739} 2379}
2740 2380
2741/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2742 * has the same type and subtype match. 2382 * has the same type and subtype match.
2743 * returns NULL if no match. 2383 * returns NULL if no match.
2744 */ 2384 */
2745object * 2385object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2387{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2389 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2390 return tmp;
2754 2391
2755 return NULL; 2392 return 0;
2756} 2393}
2757 2394
2758/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2396 * otherwise return NULL.
2760 * 2397 *
2762 * do the desired thing. 2399 * do the desired thing.
2763 */ 2400 */
2764key_value * 2401key_value *
2765get_ob_key_link (const object *ob, const char *key) 2402get_ob_key_link (const object *ob, const char *key)
2766{ 2403{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2404 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2405 if (link->key == key)
2773 {
2774 return link; 2406 return link;
2775 }
2776 }
2777 2407
2778 return NULL; 2408 return 0;
2779} 2409}
2780 2410
2781/* 2411/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2413 *
2786 * The returned string is shared. 2416 * The returned string is shared.
2787 */ 2417 */
2788const char * 2418const char *
2789get_ob_key_value (const object *op, const char *const key) 2419get_ob_key_value (const object *op, const char *const key)
2790{ 2420{
2791 key_value * 2421 key_value *link;
2792 link; 2422 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2423
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2424 if (!canonical_key)
2799 { 2425 {
2800 /* 1. There being a field named key on any object 2426 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2427 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2428 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2429 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2430 */
2805 return NULL; 2431 return 0;
2806 } 2432 }
2807 2433
2808 /* This is copied from get_ob_key_link() above - 2434 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2435 * only 4 lines, and saves the function call overhead.
2810 */ 2436 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2437 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2814 {
2815 return link->value; 2439 return link->value;
2816 } 2440
2817 }
2818 return NULL; 2441 return 0;
2819} 2442}
2820
2821 2443
2822/* 2444/*
2823 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2824 * 2446 *
2825 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2830 * Returns TRUE on success. 2452 * Returns TRUE on success.
2831 */ 2453 */
2832int 2454int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2456{
2835 key_value *
2836 field = NULL, *last = NULL; 2457 key_value *field = NULL, *last = NULL;
2837 2458
2838 for (field = op->key_values; field != NULL; field = field->next) 2459 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2460 {
2840 if (field->key != canonical_key) 2461 if (field->key != canonical_key)
2841 { 2462 {
2869 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2870 2491
2871 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2872 2493
2873 if (!add_key) 2494 if (!add_key)
2874 {
2875 return FALSE; 2495 return FALSE;
2876 } 2496
2877 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2881 * should pass in "" 2501 * should pass in ""
2908{ 2528{
2909 shstr key_ (key); 2529 shstr key_ (key);
2910 2530
2911 return set_ob_key_value_s (op, key_, value, add_key); 2531 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2532}
2533
2534object::depth_iterator::depth_iterator (object *container)
2535: iterator_base (container)
2536{
2537 while (item->inv)
2538 item = item->inv;
2539}
2540
2541void
2542object::depth_iterator::next ()
2543{
2544 if (item->below)
2545 {
2546 item = item->below;
2547
2548 while (item->inv)
2549 item = item->inv;
2550 }
2551 else
2552 item = item->env;
2553}
2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2584// return a suitable string describing an object in enough detail to find it
2585const char *
2586object::debug_desc (char *info) const
2587{
2588 char flagdesc[512];
2589 char info2[256 * 4];
2590 char *p = info;
2591
2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2593 count, uuid.seq,
2594 &name,
2595 title ? "\",title:\"" : "",
2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2598
2599 if (env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601
2602 if (map)
2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604
2605 return info;
2606}
2607
2608const char *
2609object::debug_desc () const
2610{
2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2614 return debug_desc (info [++info_idx % 3]);
2615}
2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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