ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC vs.
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.25 2006/09/11 01:16:20 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 26 variable. */
33#include <global.h> 27#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 28#include <stdio.h>
36# include <sys/types.h> 29#include <sys/types.h>
37# include <sys/uio.h> 30#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 31#include <object.h>
40#include <funcpoint.h> 32#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
43int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
44 40
45object *objects; /* Pointer to the list of used objects */
46object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
47 42
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 45};
57int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 55};
61 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 135static int
64compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
65{ 137{
66 key_value *wants_field; 138 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
71 */ 143 */
72 144
73 /* For each field in wants, */ 145 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 147 {
76 key_value *has_field; 148 key_value *has_field;
77 149
78 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
113 * 185 *
114 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
117 * 189 *
118 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
119 * 191 *
120 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
121 * check weight 193 * check weight
122 */ 194 */
123
124bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
125{ 196{
126 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
128 return 0; 203 return 0;
129 204
130 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 208 * used to store nrof).
136 */ 209 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 221
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 224
152 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 250 return 0;
184 251
185 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 253 * check all objects in the inventory.
187 */ 254 */
190 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 259 return 0;
193 260
194 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 263 return 0;
197 264
198 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 266 * if it is valid.
200 */ 267 */
209 276
210 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
212 * check? 279 * check?
213 */ 280 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 282 return 0;
216 283
217 switch (ob1->type) 284 switch (ob1->type)
218 { 285 {
219 case SCROLL: 286 case SCROLL:
220 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
221 return 0; 288 return 0;
222 break; 289 break;
223 } 290 }
224 291
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 293 {
227 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
249/* 316/*
250 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
253 */ 320 */
254signed long 321long
255sum_weight (object *op) 322sum_weight (object *op)
256{ 323{
257 signed long sum; 324 long sum;
258 object *inv; 325 object *inv;
259 326
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 328 {
262 if (inv->inv) 329 if (inv->inv)
263 sum_weight (inv); 330 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 332 }
333
266 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
268 if (op->carrying != sum) 337 if (op->carrying != sum)
269 op->carrying = sum; 338 op->carrying = sum;
339
270 return sum; 340 return sum;
271} 341}
272 342
273/** 343/**
274 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
281 op = op->env; 351 op = op->env;
282 return op; 352 return op;
283} 353}
284 354
285/* 355/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 357 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
304 */ 359 */
305 360
306void 361char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 362dump_object (object *op)
362{ 363{
363 if (op == NULL) 364 if (!op)
364 { 365 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 366
372void 367 object_freezer freezer;
373dump_all_objects (void) 368 save_object (freezer, op, 1);
374{ 369 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 370}
383 371
384/* 372/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
406 */ 394 */
407 395
408object * 396object *
409find_object (tag_t i) 397find_object (tag_t i)
410{ 398{
411 object *op; 399 for (object *op = object::first; op; op = op->next)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 400 if (op->count == i)
415 break; 401 return op;
402
416 return op; 403 return 0;
417} 404}
418 405
419/* 406/*
420 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
423 */ 410 */
424 411
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 433 * skill and experience objects.
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
500 owner = owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 451 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 452}
542 453
543/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 455 * refcounts and freeing the links.
545 */ 456 */
555 } 466 }
556 467
557 op->key_values = 0; 468 op->key_values = 0;
558} 469}
559 470
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 471/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 477 * will point at garbage.
632 */ 478 */
633
634void 479void
635copy_object (object *op2, object *op) 480object::copy_to (object *dst)
636{ 481{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 484
640 op2->clone (op); 485 *(object_copy *)dst = *this;
641 486
642 if (is_freed) 487 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
644 if (is_removed) 490 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
646 492
647 if (op2->speed < 0) 493 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 495
650 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
651 if (op2->key_values) 497 if (key_values)
652 { 498 {
653 key_value *tail = 0; 499 key_value *tail = 0;
654 key_value *i; 500 key_value *i;
655 501
656 op->key_values = 0; 502 dst->key_values = 0;
657 503
658 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
659 { 505 {
660 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
661 507
662 new_link->next = 0; 508 new_link->next = 0;
663 new_link->key = i->key; 509 new_link->key = i->key;
664 new_link->value = i->value; 510 new_link->value = i->value;
665 511
666 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
667 if (!op->key_values) 513 if (!dst->key_values)
668 { 514 {
669 op->key_values = new_link; 515 dst->key_values = new_link;
670 tail = new_link; 516 tail = new_link;
671 } 517 }
672 else 518 else
673 { 519 {
674 tail->next = new_link; 520 tail->next = new_link;
675 tail = new_link; 521 tail = new_link;
676 } 522 }
677 } 523 }
678 } 524 }
679 525
680 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
681} 535}
682 536
683/* 537/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
687 */ 541 */
688
689void 542void
690update_turn_face (object *op) 543update_turn_face (object *op)
691{ 544{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 546 return;
547
694 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
696} 550}
697 551
698/* 552/*
699 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
702 */ 556 */
703
704void 557void
705update_ob_speed (object *op) 558object::set_speed (float speed)
706{ 559{
707 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 561 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 563 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 564 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 565
732 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
733 * of the list. */ 567
734 op->active_next = active_objects; 568 if (has_active_speed ())
735 if (op->active_next != NULL) 569 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 570 else
740 { 571 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 572}
761 573
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 574/*
794 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 578 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
801 * 582 *
802 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 584 * current action are:
808 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
813 */ 590 */
814
815void 591void
816update_object (object *op, int action) 592update_object (object *op, int action)
817{ 593{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
820 595
821 if (op == NULL) 596 if (op == NULL)
822 { 597 {
823 /* this should never happen */ 598 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 600 return;
826 } 601 }
827 602
828 if (op->env != NULL) 603 if (op->env)
829 { 604 {
830 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
831 * to do in this case. 606 * to do in this case.
832 */ 607 */
833 return; 608 return;
838 */ 613 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 615 return;
841 616
842 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 619 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 621#ifdef MANY_CORES
847 abort (); 622 abort ();
848#endif 623#endif
849 return; 624 return;
850 } 625 }
851 626
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
859 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
860 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 644 * to have move_allow right now.
884 */ 645 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 648 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 649 }
891 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 652 * that is being removed.
894 */ 653 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 655 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
902 }
903 else 658 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 660
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 661 if (op->more)
915 update_object (op->more, action); 662 update_object (op->more, action);
916} 663}
917 664
918static unordered_vector<object *> mortals; 665object *object::first;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932 666
933object::object () 667object::object ()
934{ 668{
935 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
936 670
937 expmul = 1.0; 671 expmul = 1.0;
938 face = blank_face; 672 face = blank_face;
939 attacked_by_count = -1;
940} 673}
941 674
942object::~object () 675object::~object ()
943{ 676{
944 free_key_values (this); 677 free_key_values (this);
945} 678}
946 679
947void object::link () 680void object::link ()
948{ 681{
949 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
950 684
951 prev = 0; 685 prev = 0;
952 next = objects; 686 next = object::first;
953 687
954 if (objects) 688 if (object::first)
955 objects->prev = this; 689 object::first->prev = this;
956 690
957 objects = this; 691 object::first = this;
958} 692}
959 693
960void object::unlink () 694void object::unlink ()
961{ 695{
962 count = 0; 696 if (this == object::first)
697 object::first = next;
963 698
964 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
968 prev = 0; 703 prev = 0;
969 }
970
971 if (next)
972 {
973 next->prev = prev;
974 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
975 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
976 725
977 if (this == objects) 726 if (active_next)
978 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
979} 829}
980 830
981object *object::create () 831object *object::create ()
982{ 832{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 833 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 834 op->link ();
996 return op; 835 return op;
997} 836}
998 837
999/* 838void
1000 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 840{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 841 if (flag [FLAG_IS_LINKED])
1012 { 842 remove_button_link (this);
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 843
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 if (flag [FLAG_FRIENDLY])
1021 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1023 remove_friendly_object (this); 845 remove_friendly_object (this);
1024 }
1025 846
1026 if (QUERY_FLAG (this, FLAG_FREED)) 847 if (!flag [FLAG_REMOVED])
1027 { 848 remove ();
1028 dump_object (this); 849
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 850 if (flag [FLAG_FREED])
1030 return; 851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
1031 } 875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
1032 883
1033 if (more) 884 if (more)
1034 { 885 {
1035 more->free (free_inventory); 886 more->destroy ();
1036 more = 0; 887 more = 0;
1037 } 888 }
1038 889
1039 if (inv) 890 // clear those pointers that likely might have circular references to us
1040 { 891 owner = 0;
1041 /* Only if the space blocks everything do we not process - 892 enemy = 0;
1042 * if some form of movement is allowed, let objects 893 attacked_by = 0;
1043 * drop on that space.
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 894
1050 while (op) 895 // only relevant for players(?), but make sure of it anyways
1051 { 896 contr = 0;
1052 object * 897}
1053 tmp = op->below;
1054 898
1055 remove_ob (op); 899void
1056 op->free (free_inventory); 900object::destroy (bool destroy_inventory)
1057 op = tmp; 901{
1058 } 902 if (destroyed ())
1059 } 903 return;
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064 904
1065 while (op) 905 if (destroy_inventory)
1066 { 906 destroy_inv (false);
1067 object *
1068 tmp = op->below;
1069 907
1070 remove_ob (op); 908 attachable::destroy ();
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 909}
1099 910
1100/* 911/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1103 */ 914 */
1104
1105void 915void
1106sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1107{ 917{
1108 while (op != NULL) 918 while (op != NULL)
1109 { 919 {
1110 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 922
1114 op->carrying -= weight; 923 op->carrying -= weight;
1115 op = op->env; 924 op = op->env;
1116 } 925 }
1117} 926}
1118 927
1119/* remove_ob(op): 928/* op->remove ():
1120 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 933 * the previous environment.
1125 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1126 */ 935 */
1127
1128void 936void
1129remove_ob (object *op) 937object::remove ()
1130{ 938{
939 object *tmp, *last = 0;
1131 object * 940 object *otmp;
1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1139 check_walk_off;
1140 mapstruct *
1141 m;
1142 sint16
1143 x,
1144 y;
1145 941
1146
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1148 { 943 return;
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 944
1152 /* Changed it to always dump core in this case. As has been learned
1153 * in the past, trying to recover from errors almost always
1154 * make things worse, and this is a real error here - something
1155 * that should not happen.
1156 * Yes, if this was a mission critical app, trying to do something
1157 * to recover may make sense, but that is because failure of the app
1158 * may have other disastrous problems. Cf runs out of a script
1159 * so is easily enough restarted without any real problems.
1160 * MSW 2001-07-01
1161 */
1162 abort ();
1163 }
1164 if (op->more != NULL)
1165 remove_ob (op->more);
1166
1167 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
947
948 if (more)
949 more->remove ();
1168 950
1169 /* 951 /*
1170 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1171 * inventory. 953 * inventory.
1172 */ 954 */
1173 if (op->env != NULL) 955 if (env)
1174 { 956 {
1175 if (op->nrof) 957 if (nrof)
1176 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1177 else 959 else
1178 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1179 961
1180 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 964 * to save cpu time.
1183 */ 965 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 967 otmp->update_stats ();
1186 968
1187 if (op->above != NULL) 969 if (above)
1188 op->above->below = op->below; 970 above->below = below;
1189 else 971 else
1190 op->env->inv = op->below; 972 env->inv = below;
1191 973
1192 if (op->below != NULL) 974 if (below)
1193 op->below->above = op->above; 975 below->above = above;
1194 976
1195 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1198 */ 980 */
1199 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1200 op->map = op->env->map; 982 map = env->map;
1201 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1202 op->env = NULL; 984 env = 0;
1203 return;
1204 }
1205
1206 /* If we get here, we are removing it from a map */
1207 if (op->map == NULL)
1208 return;
1209
1210 x = op->x;
1211 y = op->y;
1212 m = get_map_from_coord (op->map, &x, &y);
1213
1214 if (!m)
1215 { 985 }
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 986 else if (map)
1217 op->map->path, op->x, op->y);
1218 /* in old days, we used to set x and y to 0 and continue.
1219 * it seems if we get into this case, something is probablye
1220 * screwed up and should be fixed.
1221 */
1222 abort ();
1223 } 987 {
1224 if (op->map != m) 988 if (type == PLAYER)
1225 { 989 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 990 --map->players;
1227 op->map->path, m->path, op->x, op->y, x, y); 991 map->touch ();
1228 } 992 }
1229 993
1230 /* Re did the following section of code - it looks like it had 994 map->dirty = true;
1231 * lots of logic for things we no longer care about
1232 */
1233 995
1234 /* link the object above us */ 996 /* link the object above us */
1235 if (op->above) 997 if (above)
1236 op->above->below = op->below; 998 above->below = below;
1237 else 999 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1239 1001
1240 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1241 if (op->below) 1003 if (below)
1242 {
1243 op->below->above = op->above; 1004 below->above = above;
1244 }
1245 else 1005 else
1246 { 1006 {
1247 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1248 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1249 * evident 1009 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 {
1253 dump_object (op);
1254 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1255 errmsg);
1256 dump_object (GET_MAP_OB (m, x, y));
1257 LOG (llevError, "%s\n", errmsg);
1258 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263
1264 if (op->map->in_memory == MAP_SAVING)
1265 return;
1266
1267 tag = op->count;
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274
1275 if (tmp->type == PLAYER && tmp != op)
1276 {
1277 /* If a container that the player is currently using somehow gets
1278 * removed (most likely destroyed), update the player view
1279 * appropriately.
1280 */ 1010 */
1281 if (tmp->container == op) 1011 if (GET_MAP_OB (map, x, y) != this)
1282 { 1012 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1013 char *dump = dump_object (this);
1284 tmp->container = NULL; 1014 LOG (llevError,
1015 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1285 } 1020 }
1286 tmp->contr->socket.update_look = 1; 1021
1287 } 1022 map->at (x, y).bot = above; /* goes on above it. */
1288 /* See if player moving off should effect something */
1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1290 { 1023 }
1291 1024
1292 move_apply (tmp, op, NULL); 1025 above = 0;
1293 if (was_destroyed (op, tag)) 1026 below = 0;
1027
1028 if (map->in_memory == MAP_SAVING)
1029 return;
1030
1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1032
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1034 {
1035 /* No point updating the players look faces if he is the object
1036 * being removed.
1037 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1294 { 1040 {
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1041 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view
1043 * appropriately.
1044 */
1045 if (tmp->container == this)
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1296 } 1053 }
1054
1055 /* See if object moving off should effect something */
1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1059 {
1060 move_apply (tmp, this, 0);
1061
1062 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1297 } 1064 }
1298 1065
1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1301 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1302 tmp->above = NULL; 1069 tmp->above = 0;
1070
1303 last = tmp; 1071 last = tmp;
1304 } 1072 }
1073
1305 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1306 if (last == NULL) 1075 //TODO: this makes little sense, why only update the topmost object?
1307 { 1076 if (!last)
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 map->at (x, y).flags_ = 0;
1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310 * those out anyways, and if there are any flags set right now, they won't
1311 * be correct anyways.
1312 */
1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314 update_position (op->map, op->x, op->y);
1315 }
1316 else 1078 else
1317 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1318 1080
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1321 1083 }
1322} 1084}
1323 1085
1324/* 1086/*
1325 * merge_ob(op,top): 1087 * merge_ob(op,top):
1326 * 1088 *
1327 * This function goes through all objects below and including top, and 1089 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1090 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1091 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1092 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1093 */
1332
1333object * 1094object *
1334merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1335{ 1096{
1336 if (!op->nrof) 1097 if (!op->nrof)
1337 return 0; 1098 return 0;
1338 if (top == NULL) 1099
1100 if (top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1103
1340 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1341 { 1105 {
1342 if (top == op) 1106 if (top == op)
1343 continue; 1107 continue;
1344 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1345 { 1110 {
1346 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1347 1112
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1350 remove_ob (op); 1115 op->destroy ();
1351 free_object (op);
1352 return top; 1116 return top;
1353 } 1117 }
1354 } 1118 }
1119
1355 return NULL; 1120 return 0;
1356} 1121}
1357 1122
1358/* 1123/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1360 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1361 */ 1126 */
1362object * 1127object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1129{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1131 {
1372 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1373 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1374 } 1134 }
1135
1375 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1376} 1137}
1377 1138
1378/* 1139/*
1379 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1154 * Return value:
1394 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1157 * just 'op' otherwise
1397 */ 1158 */
1398
1399object * 1159object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1161{
1402 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1403 sint16 x, y; 1163 sint16 x, y;
1404 1164
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1406 { 1166 {
1407 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL; 1168 return NULL;
1409 } 1169 }
1410 1170
1411 if (m == NULL) 1171 if (!m)
1412 { 1172 {
1413 dump_object (op); 1173 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1415 return op; 1176 return op;
1416 } 1177 }
1417 1178
1418 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1419 { 1180 {
1420 dump_object (op); 1181 char *dump = dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1422#ifdef MANY_CORES 1183#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted. 1186 * improperly inserted.
1426 */ 1187 */
1427 abort (); 1188 abort ();
1428#endif 1189#endif
1190 free (dump);
1429 return op; 1191 return op;
1430 } 1192 }
1431 1193
1432 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 { 1195 {
1434 dump_object (op); 1196 char *dump = dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1436 return op; 1199 return op;
1437 } 1200 }
1438 1201
1439 if (op->more != NULL) 1202 if (op->more)
1440 { 1203 {
1441 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1442 1205
1443 object *
1444 more = op->more; 1206 object *more = op->more;
1445 1207
1446 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1450 */ 1212 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map) 1215 else if (!more->map)
1456 { 1216 {
1457 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1459 */ 1219 */
1462 1222
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 { 1224 {
1465 if (!op->head) 1225 if (!op->head)
1466 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");
1227
1467 return NULL; 1228 return 0;
1468 } 1229 }
1469 } 1230 }
1470 1231
1471 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1233
1479 y = op->y; 1240 y = op->y;
1480 1241
1481 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1482 */ 1243 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1486 { 1247 {
1487 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1249 tmp->destroy ();
1489 free_object (tmp);
1490 } 1250 }
1491 1251
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1254
1507 op->below = originator->below; 1267 op->below = originator->below;
1508 1268
1509 if (op->below) 1269 if (op->below)
1510 op->below->above = op; 1270 op->below->above = op;
1511 else 1271 else
1512 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1513 1273
1514 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1515 originator->below = op; 1275 originator->below = op;
1516 } 1276 }
1517 else 1277 else
1518 { 1278 {
1519 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1521 { 1281 {
1522 object *last = NULL; 1282 object *last = 0;
1523 1283
1524 /* 1284 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1531 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1535 */ 1295 */
1536
1537 while (top != NULL) 1296 while (top)
1538 { 1297 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1299 floor = top;
1300
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 { 1302 {
1543 /* We insert above top, so we want this object below this */ 1303 /* We insert above top, so we want this object below this */
1544 top = top->below; 1304 top = top->below;
1545 break; 1305 break;
1546 } 1306 }
1307
1547 last = top; 1308 last = top;
1548 top = top->above; 1309 top = top->above;
1549 } 1310 }
1311
1550 /* Don't want top to be NULL, so set it to the last valid object */ 1312 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last; 1313 top = last;
1552 1314
1553 /* We let update_position deal with figuring out what the space 1315 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1316 * looks like instead of lots of conditions here.
1560 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1324 * stacking is a bit odd.
1563 */ 1325 */
1564 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1566 { 1328 {
1567 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1331 break;
1570 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1592 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593 1355
1594 if (op->above) 1356 if (op->above)
1595 op->above->below = op; 1357 op->above->below = op;
1596 1358
1597 op->below = NULL; 1359 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1599 } 1361 }
1600 else 1362 else
1601 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1602 op->above = top->above; 1364 op->above = top->above;
1603 1365
1606 1368
1607 op->below = top; 1369 op->below = top;
1608 top->above = op; 1370 top->above = op;
1609 } 1371 }
1610 1372
1611 if (op->above == NULL) 1373 if (!op->above)
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1613 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1614 1376
1615 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1616 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1383
1384 op->map->dirty = true;
1617 1385
1618 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1619 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1620 */ 1388 */
1621 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1623 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1624 tmp->contr->socket.update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1625 1393
1626 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1401 * of effect may be sufficient.
1634 */ 1402 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1637
1638 1405
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1641 1408
1409 INVOKE_OBJECT (INSERT, op);
1642 1410
1643 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1645 * 1413 *
1646 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1417 * update_object().
1651 1419
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1654 { 1422 {
1655 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1656 return NULL; 1424 return 0;
1657 1425
1658 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1427 * walk on's.
1660 */ 1428 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1663 return NULL; 1431 return 0;
1664 } 1432 }
1665 1433
1666 return op; 1434 return op;
1667} 1435}
1668 1436
1669/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1670 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1671 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1672 */ 1440 */
1673void 1441void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1443{
1676 object *tmp;
1677 object *tmp1; 1444 object *tmp, *tmp1;
1678 1445
1679 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1680 1447
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1684 { 1450 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1451
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1691 1453
1692 tmp1->x = op->x; 1454 tmp1->x = op->x;
1693 tmp1->y = op->y; 1455 tmp1->y = op->y;
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1695} 1463}
1696 1464
1697/* 1465/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array. 1470 * global static errmsg array.
1703 */ 1471 */
1704
1705object * 1472object *
1706get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1707{ 1474{
1708 object * 1475 object *newob;
1709 newob;
1710 int
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712 1477
1713 if (orig_ob->nrof < nr) 1478 if (orig_ob->nrof < nr)
1714 { 1479 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL; 1481 return NULL;
1717 } 1482 }
1483
1718 newob = object_create_clone (orig_ob); 1484 newob = object_create_clone (orig_ob);
1485
1719 if ((orig_ob->nrof -= nr) < 1) 1486 if ((orig_ob->nrof -= nr) < 1)
1720 { 1487 orig_ob->destroy (1);
1721 if (!is_removed)
1722 remove_ob (orig_ob);
1723 free_object2 (orig_ob, 1);
1724 }
1725 else if (!is_removed) 1488 else if (!is_removed)
1726 { 1489 {
1727 if (orig_ob->env != NULL) 1490 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL; 1496 return NULL;
1734 } 1497 }
1735 } 1498 }
1499
1736 newob->nrof = nr; 1500 newob->nrof = nr;
1737 1501
1738 return newob; 1502 return newob;
1739} 1503}
1740 1504
1747 */ 1511 */
1748 1512
1749object * 1513object *
1750decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1751{ 1515{
1752 object * 1516 object *tmp;
1753 tmp;
1754 player *
1755 pl;
1756 1517
1757 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1519 return op;
1759 1520
1760 if (i > op->nrof) 1521 if (i > op->nrof)
1761 i = op->nrof; 1522 i = op->nrof;
1762 1523
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i; 1525 op->nrof -= i;
1766 }
1767 else if (op->env != NULL) 1526 else if (op->env)
1768 { 1527 {
1769 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1770 * therein? 1529 * therein?
1771 */ 1530 */
1772 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1773 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player. 1536 * and then searching the map for a player.
1778 */ 1537 */
1779 if (!tmp) 1538 if (!tmp)
1780 { 1539 for_all_players (pl)
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1783 break; 1543 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 } 1544 }
1789 1545
1790 if (i < op->nrof) 1546 if (i < op->nrof)
1791 { 1547 {
1792 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i; 1549 op->nrof -= i;
1794 if (tmp) 1550 if (tmp)
1795 {
1796 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1797 }
1798 } 1552 }
1799 else 1553 else
1800 { 1554 {
1801 remove_ob (op); 1555 op->remove ();
1802 op->nrof = 0; 1556 op->nrof = 0;
1803 if (tmp) 1557 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1806 }
1807 } 1559 }
1808 } 1560 }
1809 else 1561 else
1810 { 1562 {
1811 object *
1812 above = op->above; 1563 object *above = op->above;
1813 1564
1814 if (i < op->nrof) 1565 if (i < op->nrof)
1815 {
1816 op->nrof -= i; 1566 op->nrof -= i;
1817 }
1818 else 1567 else
1819 { 1568 {
1820 remove_ob (op); 1569 op->remove ();
1821 op->nrof = 0; 1570 op->nrof = 0;
1822 } 1571 }
1572
1823 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1825 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1826 { 1576 {
1827 if (op->nrof) 1577 if (op->nrof)
1828 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1829 else 1579 else
1830 esrv_del_item (tmp->contr, op->count); 1580 esrv_del_item (tmp->contr, op->count);
1831 } 1581 }
1832 } 1582 }
1833 1583
1834 if (op->nrof) 1584 if (op->nrof)
1835 {
1836 return op; 1585 return op;
1837 }
1838 else 1586 else
1839 { 1587 {
1840 free_object (op); 1588 op->destroy ();
1841 return NULL; 1589 return 0;
1842 } 1590 }
1843} 1591}
1844 1592
1845/* 1593/*
1846 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1851add_weight (object *op, signed long weight) 1599add_weight (object *op, signed long weight)
1852{ 1600{
1853 while (op != NULL) 1601 while (op != NULL)
1854 { 1602 {
1855 if (op->type == CONTAINER) 1603 if (op->type == CONTAINER)
1856 {
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 } 1605
1859 op->carrying += weight; 1606 op->carrying += weight;
1860 op = op->env; 1607 op = op->env;
1861 } 1608 }
1862} 1609}
1863 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1864/* 1631/*
1865 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1866 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1867 * inside the object environment. 1634 * inside the object environment.
1868 * 1635 *
1869 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870 * the inventory at the last position or next to other objects of the same
1871 * type.
1872 * Frank: Now sorted by type, archetype and magic!
1873 *
1874 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1876 */ 1638 */
1877 1639
1878object * 1640object *
1879insert_ob_in_ob (object *op, object *where) 1641object::insert (object *op)
1880{ 1642{
1881 object * 1643 object *tmp, *otmp;
1882 tmp, *
1883 otmp;
1884 1644
1885 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 { 1646 op->remove ();
1887 dump_object (op); 1647
1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889 return op;
1890 }
1891 if (where == NULL)
1892 {
1893 dump_object (op);
1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895 return op;
1896 }
1897 if (where->head)
1898 {
1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900 where = where->head;
1901 }
1902 if (op->more) 1648 if (op->more)
1903 { 1649 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1651 return op;
1906 } 1652 }
1653
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1909 if (op->nrof) 1656 if (op->nrof)
1910 { 1657 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1659 if (object::can_merge (tmp, op))
1913 { 1660 {
1914 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1662 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1918 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1919 */ 1666 */
1920 add_weight (where, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1921 SET_FLAG (op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1922 free_object (op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1923 op = tmp; 1670 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1925 CLEAR_FLAG (op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break; 1673 break;
1927 } 1674 }
1928 1675
1929 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1930 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1932 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1933 * the linking below 1680 * the linking below
1934 */ 1681 */
1935 add_weight (where, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1936 } 1683 }
1937 else 1684 else
1938 add_weight (where, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1939 1686
1940 otmp = is_player_inv (where); 1687 otmp = this->in_player ();
1941 if (otmp && otmp->contr != NULL) 1688 if (otmp && otmp->contr)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp); 1690 otmp->update_stats ();
1945 }
1946 1691
1947 op->map = NULL; 1692 op->map = 0;
1948 op->env = where; 1693 op->env = this;
1949 op->above = NULL; 1694 op->above = 0;
1950 op->below = NULL; 1695 op->below = 0;
1951 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1952 1697
1953 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1699 if ((op->glow_radius != 0) && map)
1955 { 1700 {
1956#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map)) 1704 if (map->darkness)
1960 update_all_los (where->map, where->x, where->y); 1705 update_all_los (map, x, y);
1961 } 1706 }
1962 1707
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1964 * It sure simplifies this function... 1709 * It sure simplifies this function...
1965 */ 1710 */
1966 if (where->inv == NULL) 1711 if (!inv)
1967 where->inv = op; 1712 inv = op;
1968 else 1713 else
1969 { 1714 {
1970 op->below = where->inv; 1715 op->below = inv;
1971 op->below->above = op; 1716 op->below->above = op;
1972 where->inv = op; 1717 inv = op;
1973 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1974 return op; 1722 return op;
1975} 1723}
1976 1724
1977/* 1725/*
1978 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1992 * 1740 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1994 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1743 * on top.
1996 */ 1744 */
1997
1998int 1745int
1999check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
2000{ 1747{
2001 object * 1748 object *tmp;
2002 tmp; 1749 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1750 int x = op->x, y = op->y;
2009 MoveType 1751
2010 move_on, 1752 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1753
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1755 return 0;
2016
2017 tag = op->count;
2018 1756
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1760
2038 1776
2039 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
2041 */ 1779 */
2042 1780
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2044 { 1782 {
2045 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1785 * we don't need to check all of them.
2048 */ 1786 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1788 break;
2051 } 1789 }
1790
2052 for (; tmp != NULL; tmp = tmp->below) 1791 for (; tmp; tmp = tmp->below)
2053 { 1792 {
2054 if (tmp == op) 1793 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
2056 1795
2057 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1806 {
2068 1807
2069 float 1808 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
2073 if (op->type == PLAYER) 1811 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1814 diff /= 4.0;
2079 } 1815
2080 }
2081 op->speed_left -= diff; 1816 op->speed_left -= diff;
2082 } 1817 }
2083 } 1818 }
2084 1819
2085 /* Basically same logic as above, except now for actual apply. */ 1820 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1823 {
2089
2090 move_apply (tmp, op, originator); 1824 move_apply (tmp, op, originator);
1825
2091 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
2092 return 1; 1827 return 1;
2093 1828
2094 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
2097 */ 1832 */
2098 if (op->map != m || op->x != x || op->y != y) 1833 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1834 return 0;
2100 } 1835 }
2101 } 1836 }
1837
2102 return 0; 1838 return 0;
2103} 1839}
2104 1840
2105/* 1841/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2109 */ 1845 */
2110
2111object * 1846object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1848{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
2118 { 1850 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1852 return NULL;
2121 } 1853 }
1854
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123 if (tmp->arch == at) 1856 if (tmp->arch == at)
2124 return tmp; 1857 return tmp;
1858
2125 return NULL; 1859 return NULL;
2126} 1860}
2127 1861
2128/* 1862/*
2129 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2132 */ 1866 */
2133
2134object * 1867object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
2136{ 1869{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
2141 { 1871 {
2142 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1873 return NULL;
2144 } 1874 }
1875
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2146 if (tmp->type == type) 1877 if (tmp->type == type)
2147 return tmp; 1878 return tmp;
1879
2148 return NULL; 1880 return NULL;
2149} 1881}
2150 1882
2151/* 1883/*
2152 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2155 */ 1887 */
2156
2157object * 1888object *
2158present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
2159{ 1890{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1892 if (tmp->type == type)
2165 return tmp; 1893 return tmp;
1894
2166 return NULL; 1895 return NULL;
2167} 1896}
2168 1897
2169/* 1898/*
2170 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2179 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2180 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1910 * to be unique.
2182 */ 1911 */
2183
2184object * 1912object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1914{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1917 return tmp;
2194 } 1918
2195 return NULL; 1919 return 0;
2196} 1920}
2197 1921
2198/* 1922/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2202 */ 1926 */
2203
2204object * 1927object *
2205present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2206{ 1929{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at) 1931 if (tmp->arch == at)
2212 return tmp; 1932 return tmp;
1933
2213 return NULL; 1934 return NULL;
2214} 1935}
2215 1936
2216/* 1937/*
2217 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2218 */ 1939 */
2219void 1940void
2220flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2221{ 1942{
2222 object *
2223 tmp;
2224
2225 if (op->inv) 1943 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 { 1945 {
2228 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2230 } 1948 }
2231} /* 1949}
1950
1951/*
2232 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2233 */ 1953 */
2234void 1954void
2235unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2236{ 1956{
2237 object *
2238 tmp;
2239
2240 if (op->inv) 1957 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 { 1959 {
2243 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2245 } 1962 }
2246} 1963}
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2252 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2253 */ 1970 */
2254
2255void 1971void
2256set_cheat (object *op) 1972set_cheat (object *op)
2257{ 1973{
2258 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2279 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2280 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 1997 * customized, changed states, etc.
2282 */ 1998 */
2283
2284int 1999int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 2001{
2287 int
2288 i,
2289 index = 0, flag; 2002 int index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2292 2004
2293 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2294 { 2006 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2296 if (!flag) 2008 if (!flag)
2297 altern[index++] = i; 2009 altern [index++] = i;
2298 2010
2299 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2300 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2301 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2302 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2303 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2306 */ 2018 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2308 stop = maxfree[i]; 2020 stop = maxfree[i];
2309 } 2021 }
2022
2310 if (!index) 2023 if (!index)
2311 return -1; 2024 return -1;
2025
2312 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2313} 2027}
2314 2028
2315/* 2029/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2319 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2034 */
2321
2322int 2035int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2037{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2040 return i;
2332 } 2041
2333 return -1; 2042 return -1;
2334} 2043}
2335 2044
2336/* 2045/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2049 */
2340static void 2050static void
2341permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2342{ 2052{
2343 int 2053 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2054 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2055
2354 tmp = arr[i]; 2056 while (--end)
2355 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2058}
2359 2059
2360/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2362 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2365 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2066 */
2367void 2067void
2368get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2369{ 2069{
2370 int 2070 int i;
2371 i;
2372 2071
2373 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2073 search_arr[i] = i;
2376 }
2377 2074
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2078}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2391 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2392 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2090 * there is capable of.
2394 */ 2091 */
2395
2396int 2092int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2094{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2402 sint16 2096
2403 nx, 2097 sint16 nx, ny;
2404 ny;
2405 object * 2098 object *tmp;
2406 tmp; 2099 maptile *mp;
2407 mapstruct * 2100
2408 mp; 2101 MoveType blocked, move_type;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2102
2413 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2414 { 2104 {
2415 exclude = exclude->head; 2105 exclude = exclude->head;
2416 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2426 mp = m; 2116 mp = m;
2427 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2429 2119
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2431 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2123 max = maxfree[i];
2434 }
2435 else 2124 else
2436 { 2125 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2438 2129
2439 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2131 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2444 { 2133 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2449 break; 2137 break;
2450 } 2138
2451 }
2452 if (tmp) 2139 if (tmp)
2453 {
2454 return freedir[i]; 2140 return freedir[i];
2455 }
2456 } 2141 }
2457 } 2142 }
2458 } 2143 }
2144
2459 return 0; 2145 return 0;
2460} 2146}
2461 2147
2462/* 2148/*
2463 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2150 * distance between the two given objects.
2465 */ 2151 */
2466
2467int 2152int
2468distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2469{ 2154{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2156}
2476 2157
2477/* 2158/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2479 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2481 */ 2162 */
2482
2483int 2163int
2484find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2485{ 2165{
2486 int 2166 int q;
2487 q;
2488 2167
2489 if (y) 2168 if (y)
2490 q = x * 100 / y; 2169 q = x * 100 / y;
2491 else if (x) 2170 else if (x)
2492 q = -300 * x; 2171 q = -300 * x;
2527int 2206int
2528absdir (int d) 2207absdir (int d)
2529{ 2208{
2530 while (d < 1) 2209 while (d < 1)
2531 d += 8; 2210 d += 8;
2211
2532 while (d > 8) 2212 while (d > 8)
2533 d -= 8; 2213 d -= 8;
2214
2534 return d; 2215 return d;
2535} 2216}
2536 2217
2537/* 2218/*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2540 */ 2221 */
2541 2222
2542int 2223int
2543dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2544{ 2225{
2545 int 2226 int d;
2546 d;
2547 2227
2548 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2549 if (d > 4) 2229 if (d > 4)
2550 d = 8 - d; 2230 d = 8 - d;
2231
2551 return d; 2232 return d;
2552} 2233}
2553 2234
2554/* peterm: 2235/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2558 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2242 * functions.
2562 */ 2243 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2299 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2622 */ 2301 */
2623
2624
2625int 2302int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2304{
2628 sint16 2305 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2306 int mflags;
2633 2307
2634 if (dir < 0) 2308 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2636 2310
2637 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2650 return 0; 2324 return 0;
2651 2325
2652 /* yes, can see. */ 2326 /* yes, can see. */
2653 if (dir < 9) 2327 if (dir < 9)
2654 return 1; 2328 return 1;
2329
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2333}
2658
2659
2660 2334
2661/* 2335/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2352}
2679 2353
2680
2681/* 2354/*
2682 * create clone from object to another 2355 * create clone from object to another
2683 */ 2356 */
2684object * 2357object *
2685object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2686{ 2359{
2687 object *
2688 dst = NULL, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2689 2361
2690 if (!asrc) 2362 if (!asrc)
2691 return NULL; 2363 return 0;
2364
2692 src = asrc; 2365 src = asrc;
2693 if (src->head) 2366 if (src->head)
2694 src = src->head; 2367 src = src->head;
2695 2368
2696 prev = NULL; 2369 prev = 0;
2697 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2698 { 2371 {
2699 tmp = get_object (); 2372 tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x; 2373 tmp->x -= src->x;
2702 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2703 if (!part->head) 2376 if (!part->head)
2704 { 2377 {
2705 dst = tmp; 2378 dst = tmp;
2706 tmp->head = NULL; 2379 tmp->head = 0;
2707 } 2380 }
2708 else 2381 else
2709 {
2710 tmp->head = dst; 2382 tmp->head = dst;
2711 } 2383
2712 tmp->more = NULL; 2384 tmp->more = 0;
2385
2713 if (prev) 2386 if (prev)
2714 prev->more = tmp; 2387 prev->more = tmp;
2388
2715 prev = tmp; 2389 prev = tmp;
2716 } 2390 }
2717 2391
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2392 for (item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2394
2724 return dst; 2395 return dst;
2725} 2396}
2726 2397
2727/* return true if the object was destroyed, 0 otherwise */
2728int
2729was_destroyed (const object *op, tag_t old_tag)
2730{
2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732 * robust */
2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734}
2735
2736/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2737
2738/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2739
2740/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2742/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2743
2744/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2745
2746/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2747
2748object * 2404object *
2749load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2750{ 2406{
2751 object * 2407 object *op;
2752 op;
2753 char
2754 filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2755 2409
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757 2411
2758 FILE *
2759 tempfile = fopen (filename, "w"); 2412 FILE *tempfile = fopen (filename, "w");
2760 2413
2761 if (tempfile == NULL) 2414 if (tempfile == NULL)
2762 { 2415 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL; 2417 return NULL;
2765 }; 2418 }
2419
2766 fprintf (tempfile, obstr); 2420 fprintf (tempfile, obstr);
2767 fclose (tempfile); 2421 fclose (tempfile);
2768 2422
2769 op = get_object (); 2423 op = object::create ();
2770 2424
2771 object_thawer 2425 object_thawer thawer (filename);
2772 thawer (filename);
2773 2426
2774 if (thawer) 2427 if (thawer)
2775 load_object (thawer, op, 0); 2428 load_object (thawer, op, 0);
2776 2429
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2785 * returns NULL if no match. 2438 * returns NULL if no match.
2786 */ 2439 */
2787object * 2440object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2442{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2445 return tmp;
2796 2446
2797 return NULL; 2447 return 0;
2798} 2448}
2799 2449
2800/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL. 2451 * otherwise return NULL.
2802 * 2452 *
2804 * do the desired thing. 2454 * do the desired thing.
2805 */ 2455 */
2806key_value * 2456key_value *
2807get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2808{ 2458{
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2813 {
2814 if (link->key == key) 2460 if (link->key == key)
2815 {
2816 return link; 2461 return link;
2817 }
2818 }
2819 2462
2820 return NULL; 2463 return 0;
2821} 2464}
2822 2465
2823/* 2466/*
2824 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2825 * 2468 *
2828 * The returned string is shared. 2471 * The returned string is shared.
2829 */ 2472 */
2830const char * 2473const char *
2831get_ob_key_value (const object *op, const char *const key) 2474get_ob_key_value (const object *op, const char *const key)
2832{ 2475{
2833 key_value * 2476 key_value *link;
2834 link; 2477 shstr_cmp canonical_key (key);
2835 const char *
2836 canonical_key;
2837 2478
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL) 2479 if (!canonical_key)
2841 { 2480 {
2842 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2846 */ 2485 */
2847 return NULL; 2486 return 0;
2848 } 2487 }
2849 2488
2850 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2852 */ 2491 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2492 for (link = op->key_values; link; link = link->next)
2854 {
2855 if (link->key == canonical_key) 2493 if (link->key == canonical_key)
2856 {
2857 return link->value; 2494 return link->value;
2858 } 2495
2859 }
2860 return NULL; 2496 return 0;
2861} 2497}
2862 2498
2863 2499
2864/* 2500/*
2865 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2872 * Returns TRUE on success. 2508 * Returns TRUE on success.
2873 */ 2509 */
2874int 2510int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2512{
2877 key_value *
2878 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2879 2514
2880 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2881 { 2516 {
2882 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2883 { 2518 {
2901 if (last) 2536 if (last)
2902 last->next = field->next; 2537 last->next = field->next;
2903 else 2538 else
2904 op->key_values = field->next; 2539 op->key_values = field->next;
2905 2540
2906 delete
2907 field; 2541 delete field;
2908 } 2542 }
2909 } 2543 }
2910 return TRUE; 2544 return TRUE;
2911 } 2545 }
2912 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2913 2547
2914 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2915 2549
2916 if (!add_key) 2550 if (!add_key)
2917 {
2918 return FALSE; 2551 return FALSE;
2919 } 2552
2920 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2924 * should pass in "" 2557 * should pass in ""
2947 * Returns TRUE on success. 2580 * Returns TRUE on success.
2948 */ 2581 */
2949int 2582int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2584{
2952 shstr
2953 key_ (key); 2585 shstr key_ (key);
2954 2586
2955 return set_ob_key_value_s (op, key_, value, add_key); 2587 return set_ob_key_value_s (op, key_, value, add_key);
2956} 2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2601 {
2602 item = item->below;
2603
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607 else
2608 item = item->env;
2609}
2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2640// return a suitable string describing an object in enough detail to find it
2641const char *
2642object::debug_desc (char *info) const
2643{
2644 char flagdesc[512];
2645 char info2[256 * 4];
2646 char *p = info;
2647
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2649 count, uuid.seq,
2650 &name,
2651 title ? "\",title:" : "",
2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2654
2655 if (env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657
2658 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660
2661 return info;
2662}
2663
2664const char *
2665object::debug_desc () const
2666{
2667 static char info[256 * 4];
2668 return debug_desc (info);
2669}
2670

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines