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Comparing deliantra/server/common/object.C (file contents):
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 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->below)
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->below)
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 ();
875 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
1032 884
1033 if (more) 885 if (more)
1034 { 886 {
1035 more->free (free_inventory); 887 more->destroy ();
1036 more = 0; 888 more = 0;
1037 } 889 }
1038 890
1039 if (inv) 891 // clear those pointers that likely might have circular references to us
1040 { 892 owner = 0;
1041 /* Only if the space blocks everything do we not process - 893 enemy = 0;
1042 * if some form of movement is allowed, let objects 894 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 895
1050 while (op) 896 // only relevant for players(?), but make sure of it anyways
1051 { 897 contr = 0;
1052 object * 898}
1053 tmp = op->below;
1054 899
1055 remove_ob (op); 900void
1056 op->free (free_inventory); 901object::destroy (bool destroy_inventory)
1057 op = tmp; 902{
1058 } 903 if (destroyed ())
1059 } 904 return;
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064 905
1065 while (op) 906 if (destroy_inventory)
1066 { 907 destroy_inv (false);
1067 object *
1068 tmp = op->below;
1069 908
1070 remove_ob (op); 909 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} 910}
1099 911
1100/* 912/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1103 */ 915 */
1104
1105void 916void
1106sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1107{ 918{
1108 while (op != NULL) 919 while (op != NULL)
1109 { 920 {
1110 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 923
1114 op->carrying -= weight; 924 op->carrying -= weight;
1115 op = op->env; 925 op = op->env;
1116 } 926 }
1117} 927}
1118 928
1119/* remove_ob(op): 929/* op->remove ():
1120 * This function removes the object op from the linked list of objects 930 * 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 931 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 934 * the previous environment.
1125 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1126 */ 936 */
1127
1128void 937void
1129remove_ob (object *op) 938object::remove ()
1130{ 939{
940 object *tmp, *last = 0;
1131 object * 941 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 942
1146
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1148 { 944 return;
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 945
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); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
948
949 if (more)
950 more->remove ();
1168 951
1169 /* 952 /*
1170 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1171 * inventory. 954 * inventory.
1172 */ 955 */
1173 if (op->env != NULL) 956 if (env)
1174 { 957 {
1175 if (op->nrof) 958 if (nrof)
1176 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1177 else 960 else
1178 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1179 962
1180 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 965 * to save cpu time.
1183 */ 966 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 968 otmp->update_stats ();
1186 969
1187 if (op->above != NULL) 970 if (above)
1188 op->above->below = op->below; 971 above->below = below;
1189 else 972 else
1190 op->env->inv = op->below; 973 env->inv = below;
1191 974
1192 if (op->below != NULL) 975 if (below)
1193 op->below->above = op->above; 976 below->above = above;
1194 977
1195 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1198 */ 981 */
1199 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1200 op->map = op->env->map; 983 map = env->map;
1201 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1202 op->env = NULL; 985 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 { 986 }
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 987 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 } 988 {
1224 if (op->map != m) 989 if (type == PLAYER)
1225 { 990 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 991 --map->players;
1227 op->map->path, m->path, op->x, op->y, x, y); 992 map->touch ();
1228 } 993 }
1229 994
1230 /* Re did the following section of code - it looks like it had 995 map->dirty = true;
1231 * lots of logic for things we no longer care about
1232 */
1233 996
1234 /* link the object above us */ 997 /* link the object above us */
1235 if (op->above) 998 if (above)
1236 op->above->below = op->below; 999 above->below = below;
1237 else 1000 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1239 1002
1240 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1241 if (op->below) 1004 if (below)
1242 {
1243 op->below->above = op->above; 1005 below->above = above;
1244 }
1245 else 1006 else
1246 { 1007 {
1247 /* Nothing below, which means we need to relink map object for this space 1008 /* 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 1009 * use translated coordinates in case some oddness with map tiling is
1249 * evident 1010 * 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 */ 1011 */
1281 if (tmp->container == op) 1012 if (GET_MAP_OB (map, x, y) != this)
1282 { 1013 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1014 char *dump = dump_object (this);
1284 tmp->container = NULL; 1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1285 } 1021 }
1286 tmp->contr->socket.update_look = 1; 1022
1287 } 1023 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 { 1024 }
1291 1025
1292 move_apply (tmp, op, NULL); 1026 above = 0;
1293 if (was_destroyed (op, tag)) 1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1030 return;
1031
1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1033
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1035 {
1036 /* No point updating the players look faces if he is the object
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1294 { 1041 {
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1042 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view
1044 * appropriately.
1045 */
1046 if (tmp->container == this)
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1296 } 1054 }
1055
1056 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1060 {
1061 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1297 } 1065 }
1298 1066
1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1301 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1302 tmp->above = NULL; 1070 tmp->above = 0;
1071
1303 last = tmp; 1072 last = tmp;
1304 } 1073 }
1074
1305 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1306 if (last == NULL) 1076 //TODO: this makes little sense, why only update the topmost object?
1307 { 1077 if (!last)
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 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 1079 else
1317 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1318 1081
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1321 1084 }
1322} 1085}
1323 1086
1324/* 1087/*
1325 * merge_ob(op,top): 1088 * merge_ob(op,top):
1326 * 1089 *
1327 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1091 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1094 */
1332
1333object * 1095object *
1334merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1335{ 1097{
1336 if (!op->nrof) 1098 if (!op->nrof)
1337 return 0; 1099 return 0;
1338 if (top == NULL) 1100
1101 if (top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1340 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1341 { 1106 {
1342 if (top == op) 1107 if (top == op)
1343 continue; 1108 continue;
1344 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1345 { 1111 {
1346 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1347 1113
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1350 remove_ob (op); 1116 op->destroy ();
1351 free_object (op);
1352 return top; 1117 return top;
1353 } 1118 }
1354 } 1119 }
1120
1355 return NULL; 1121 return 0;
1356} 1122}
1357 1123
1358/* 1124/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1360 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1361 */ 1127 */
1362object * 1128object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1130{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1132 {
1372 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1373 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1374 } 1135 }
1136
1375 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1376} 1138}
1377 1139
1378/* 1140/*
1379 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1155 * Return value:
1394 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1158 * just 'op' otherwise
1397 */ 1159 */
1398
1399object * 1160object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1162{
1402 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1403 sint16 x, y; 1164 sint16 x, y;
1404 1165
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1406 { 1167 {
1407 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL; 1169 return NULL;
1409 } 1170 }
1410 1171
1411 if (m == NULL) 1172 if (!m)
1412 { 1173 {
1413 dump_object (op); 1174 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1415 return op; 1177 return op;
1416 } 1178 }
1417 1179
1418 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1419 { 1181 {
1420 dump_object (op); 1182 char *dump = dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1422#ifdef MANY_CORES 1184#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object 1185 /* 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 1186 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted. 1187 * improperly inserted.
1426 */ 1188 */
1427 abort (); 1189 abort ();
1428#endif 1190#endif
1191 free (dump);
1429 return op; 1192 return op;
1430 } 1193 }
1431 1194
1432 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 { 1196 {
1434 dump_object (op); 1197 char *dump = dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1436 return op; 1200 return op;
1437 } 1201 }
1438 1202
1439 if (op->more != NULL) 1203 if (op->more)
1440 { 1204 {
1441 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1442 1206
1443 object *
1444 more = op->more; 1207 object *more = op->more;
1445 1208
1446 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1447 * we set the map, that doesn't work if the location is within 1210 * 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 1211 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1450 */ 1213 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map) 1216 else if (!more->map)
1456 { 1217 {
1457 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1459 */ 1220 */
1462 1223
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 { 1225 {
1465 if (!op->head) 1226 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1467 return NULL; 1229 return 0;
1468 } 1230 }
1469 } 1231 }
1470 1232
1471 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1234
1479 y = op->y; 1241 y = op->y;
1480 1242
1481 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1482 */ 1244 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1486 { 1248 {
1487 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1250 tmp->destroy ();
1489 free_object (tmp);
1490 } 1251 }
1491 1252
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1255
1507 op->below = originator->below; 1268 op->below = originator->below;
1508 1269
1509 if (op->below) 1270 if (op->below)
1510 op->below->above = op; 1271 op->below->above = op;
1511 else 1272 else
1512 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1513 1274
1514 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1515 originator->below = op; 1276 originator->below = op;
1516 } 1277 }
1517 else 1278 else
1518 { 1279 {
1519 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1521 { 1282 {
1522 object *last = NULL; 1283 object *last = 0;
1523 1284
1524 /* 1285 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1288 * 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 1292 * 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 1293 * 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 1294 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1535 */ 1296 */
1536
1537 while (top != NULL) 1297 while (top)
1538 { 1298 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1300 floor = top;
1301
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 { 1303 {
1543 /* We insert above top, so we want this object below this */ 1304 /* We insert above top, so we want this object below this */
1544 top = top->below; 1305 top = top->below;
1545 break; 1306 break;
1546 } 1307 }
1308
1547 last = top; 1309 last = top;
1548 top = top->above; 1310 top = top->above;
1549 } 1311 }
1312
1550 /* Don't want top to be NULL, so set it to the last valid object */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last; 1314 top = last;
1552 1315
1553 /* We let update_position deal with figuring out what the space 1316 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1317 * looks like instead of lots of conditions here.
1560 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1325 * stacking is a bit odd.
1563 */ 1326 */
1564 if (!(flag & INS_ON_TOP) && 1327 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)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1566 { 1329 {
1567 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1332 break;
1570 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1592 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593 1356
1594 if (op->above) 1357 if (op->above)
1595 op->above->below = op; 1358 op->above->below = op;
1596 1359
1597 op->below = NULL; 1360 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1599 } 1362 }
1600 else 1363 else
1601 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1602 op->above = top->above; 1365 op->above = top->above;
1603 1366
1606 1369
1607 op->below = top; 1370 op->below = top;
1608 top->above = op; 1371 top->above = op;
1609 } 1372 }
1610 1373
1611 if (op->above == NULL) 1374 if (!op->above)
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1613 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1614 1377
1615 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1616 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1617 1386
1618 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1620 */ 1389 */
1621 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1623 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1624 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1625 1394
1626 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1402 * of effect may be sufficient.
1634 */ 1403 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1637
1638 1406
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1641 1409
1410 INVOKE_OBJECT (INSERT, op);
1642 1411
1643 /* Don't know if moving this to the end will break anything. However, 1412 /* 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. 1413 * we want to have floorbox_update called before calling this.
1645 * 1414 *
1646 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1418 * update_object().
1651 1420
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* 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) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1654 { 1423 {
1655 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1656 return NULL; 1425 return 0;
1657 1426
1658 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1428 * walk on's.
1660 */ 1429 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1663 return NULL; 1432 return 0;
1664 } 1433 }
1665 1434
1666 return op; 1435 return op;
1667} 1436}
1668 1437
1669/* this function inserts an object in the map, but if it 1438/* 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. 1439 * 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. 1440 * op is the object to insert it under: supplies x and the map.
1672 */ 1441 */
1673void 1442void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1444{
1676 object *tmp;
1677 object *tmp1; 1445 object *tmp, *tmp1;
1678 1446
1679 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1680 1448
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1684 { 1451 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1452
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1691 1454
1692 tmp1->x = op->x; 1455 tmp1->x = op->x;
1693 tmp1->y = op->y; 1456 tmp1->y = op->y;
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1695} 1464}
1696 1465
1697/* 1466/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * 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 1468 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array. 1471 * global static errmsg array.
1703 */ 1472 */
1704
1705object * 1473object *
1706get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1707{ 1475{
1708 object * 1476 object *newob;
1709 newob;
1710 int
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712 1478
1713 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1714 { 1480 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL; 1482 return NULL;
1717 } 1483 }
1484
1718 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1719 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1720 { 1488 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) 1489 else if (!is_removed)
1726 { 1490 {
1727 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 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."); 1495 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"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL; 1497 return NULL;
1734 } 1498 }
1735 } 1499 }
1500
1736 newob->nrof = nr; 1501 newob->nrof = nr;
1737 1502
1738 return newob; 1503 return newob;
1739} 1504}
1740 1505
1747 */ 1512 */
1748 1513
1749object * 1514object *
1750decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1751{ 1516{
1752 object * 1517 object *tmp;
1753 tmp;
1754 player *
1755 pl;
1756 1518
1757 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1520 return op;
1759 1521
1760 if (i > op->nrof) 1522 if (i > op->nrof)
1761 i = op->nrof; 1523 i = op->nrof;
1762 1524
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i; 1526 op->nrof -= i;
1766 }
1767 else if (op->env != NULL) 1527 else if (op->env)
1768 { 1528 {
1769 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1770 * therein? 1530 * therein?
1771 */ 1531 */
1772 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1773 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player. 1537 * and then searching the map for a player.
1778 */ 1538 */
1779 if (!tmp) 1539 if (!tmp)
1780 { 1540 for_all_players (pl)
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1783 break; 1544 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 } 1545 }
1789 1546
1790 if (i < op->nrof) 1547 if (i < op->nrof)
1791 { 1548 {
1792 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i; 1550 op->nrof -= i;
1794 if (tmp) 1551 if (tmp)
1795 {
1796 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1797 }
1798 } 1553 }
1799 else 1554 else
1800 { 1555 {
1801 remove_ob (op); 1556 op->remove ();
1802 op->nrof = 0; 1557 op->nrof = 0;
1803 if (tmp) 1558 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1806 }
1807 } 1560 }
1808 } 1561 }
1809 else 1562 else
1810 { 1563 {
1811 object *
1812 above = op->above; 1564 object *above = op->above;
1813 1565
1814 if (i < op->nrof) 1566 if (i < op->nrof)
1815 {
1816 op->nrof -= i; 1567 op->nrof -= i;
1817 }
1818 else 1568 else
1819 { 1569 {
1820 remove_ob (op); 1570 op->remove ();
1821 op->nrof = 0; 1571 op->nrof = 0;
1822 } 1572 }
1573
1823 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1825 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1826 { 1577 {
1827 if (op->nrof) 1578 if (op->nrof)
1828 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1829 else 1580 else
1830 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1831 } 1582 }
1832 } 1583 }
1833 1584
1834 if (op->nrof) 1585 if (op->nrof)
1835 {
1836 return op; 1586 return op;
1837 }
1838 else 1587 else
1839 { 1588 {
1840 free_object (op); 1589 op->destroy ();
1841 return NULL; 1590 return 0;
1842 } 1591 }
1843} 1592}
1844 1593
1845/* 1594/*
1846 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1851add_weight (object *op, signed long weight) 1600add_weight (object *op, signed long weight)
1852{ 1601{
1853 while (op != NULL) 1602 while (op != NULL)
1854 { 1603 {
1855 if (op->type == CONTAINER) 1604 if (op->type == CONTAINER)
1856 {
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 } 1606
1859 op->carrying += weight; 1607 op->carrying += weight;
1860 op = op->env; 1608 op = op->env;
1861 } 1609 }
1862} 1610}
1863 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1864/* 1632/*
1865 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1866 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1867 * inside the object environment. 1635 * inside the object environment.
1868 * 1636 *
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 1637 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1876 */ 1639 */
1877 1640
1878object * 1641object *
1879insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1880{ 1643{
1881 object * 1644 object *tmp, *otmp;
1882 tmp, *
1883 otmp;
1884 1645
1885 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 { 1647 op->remove ();
1887 dump_object (op); 1648
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) 1649 if (op->more)
1903 { 1650 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1652 return op;
1906 } 1653 }
1654
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1909 if (op->nrof) 1657 if (op->nrof)
1910 { 1658 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1913 { 1661 {
1914 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1663 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1918 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1919 */ 1667 */
1920 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1921 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1922 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1923 op = tmp; 1671 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1925 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break; 1674 break;
1927 } 1675 }
1928 1676
1929 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1930 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract 1679 * (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 1680 * the weight, so we need to add it in again, since we actually do
1933 * the linking below 1681 * the linking below
1934 */ 1682 */
1935 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1936 } 1684 }
1937 else 1685 else
1938 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1939 1687
1940 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1941 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp); 1691 otmp->update_stats ();
1945 }
1946 1692
1947 op->map = NULL; 1693 op->map = 0;
1948 op->env = where; 1694 op->env = this;
1949 op->above = NULL; 1695 op->above = 0;
1950 op->below = NULL; 1696 op->below = 0;
1951 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1952 1698
1953 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1955 { 1701 {
1956#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1960 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1961 } 1707 }
1962 1708
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1964 * It sure simplifies this function... 1710 * It sure simplifies this function...
1965 */ 1711 */
1966 if (where->inv == NULL) 1712 if (!inv)
1967 where->inv = op; 1713 inv = op;
1968 else 1714 else
1969 { 1715 {
1970 op->below = where->inv; 1716 op->below = inv;
1971 op->below->above = op; 1717 op->below->above = op;
1972 where->inv = op; 1718 inv = op;
1973 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1974 return op; 1723 return op;
1975} 1724}
1976 1725
1977/* 1726/*
1978 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1992 * 1741 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * 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 1743 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1744 * on top.
1996 */ 1745 */
1997
1998int 1746int
1999check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
2000{ 1748{
2001 object * 1749 object *tmp;
2002 tmp; 1750 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
2009 MoveType 1752
2010 move_on, 1753 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1754
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1756 return 0;
2016
2017 tag = op->count;
2018 1757
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 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); 1759 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); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1761
2038 1777
2039 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2041 */ 1780 */
2042 1781
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1783 {
2045 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1786 * we don't need to check all of them.
2048 */ 1787 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1789 break;
2051 } 1790 }
1791
2052 for (; tmp != NULL; tmp = tmp->below) 1792 for (; tmp; tmp = tmp->below)
2053 { 1793 {
2054 if (tmp == op) 1794 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
2056 1796
2057 /* Check to see if one of the movement types should be slowed down. 1797 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 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)) 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1807 {
2068 1808
2069 float 1809 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
2073 if (op->type == PLAYER) 1812 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1813 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))) 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1815 diff /= 4.0;
2079 } 1816
2080 }
2081 op->speed_left -= diff; 1817 op->speed_left -= diff;
2082 } 1818 }
2083 } 1819 }
2084 1820
2085 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 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)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1824 {
2089
2090 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
2091 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2092 return 1; 1828 return 1;
2093 1829
2094 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2097 */ 1833 */
2098 if (op->map != m || op->x != x || op->y != y) 1834 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1835 return 0;
2100 } 1836 }
2101 } 1837 }
1838
2102 return 0; 1839 return 0;
2103} 1840}
2104 1841
2105/* 1842/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2109 */ 1846 */
2110
2111object * 1847object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1849{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
2118 { 1851 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1853 return NULL;
2121 } 1854 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->arch == at) 1857 if (tmp->arch == at)
2124 return tmp; 1858 return tmp;
1859
2125 return NULL; 1860 return NULL;
2126} 1861}
2127 1862
2128/* 1863/*
2129 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2132 */ 1867 */
2133
2134object * 1868object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2136{ 1870{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2141 { 1872 {
2142 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1874 return NULL;
2144 } 1875 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1878 if (tmp->type == type)
2147 return tmp; 1879 return tmp;
1880
2148 return NULL; 1881 return NULL;
2149} 1882}
2150 1883
2151/* 1884/*
2152 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2155 */ 1888 */
2156
2157object * 1889object *
2158present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2159{ 1891{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1893 if (tmp->type == type)
2165 return tmp; 1894 return tmp;
1895
2166 return NULL; 1896 return NULL;
2167} 1897}
2168 1898
2169/* 1899/*
2170 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1908 * 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 1909 * 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 1910 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1911 * to be unique.
2182 */ 1912 */
2183
2184object * 1913object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1915{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1918 return tmp;
2194 } 1919
2195 return NULL; 1920 return 0;
2196} 1921}
2197 1922
2198/* 1923/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2202 */ 1927 */
2203
2204object * 1928object *
2205present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2206{ 1930{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at) 1932 if (tmp->arch == at)
2212 return tmp; 1933 return tmp;
1934
2213 return NULL; 1935 return NULL;
2214} 1936}
2215 1937
2216/* 1938/*
2217 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2218 */ 1940 */
2219void 1941void
2220flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2221{ 1943{
2222 object *
2223 tmp;
2224
2225 if (op->inv) 1944 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 { 1946 {
2228 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2230 } 1949 }
2231} /* 1950}
1951
1952/*
2232 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2233 */ 1954 */
2234void 1955void
2235unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2236{ 1957{
2237 object *
2238 tmp;
2239
2240 if (op->inv) 1958 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 { 1960 {
2243 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2245 } 1963 }
2246} 1964}
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for 1969 * 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. 1970 * him/her-self and all object carried by a call to this function.
2253 */ 1971 */
2254
2255void 1972void
2256set_cheat (object *op) 1973set_cheat (object *op)
2257{ 1974{
2258 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * 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 1996 * 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 1997 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 1998 * customized, changed states, etc.
2282 */ 1999 */
2283
2284int 2000int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 2002{
2287 int
2288 i,
2289 index = 0, flag; 2003 int index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2292 2005
2293 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2294 { 2007 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2296 if (!flag) 2009 if (!flag)
2297 altern[index++] = i; 2010 altern [index++] = i;
2298 2011
2299 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* 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. 2013 * 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 - 2014 * 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 2015 * 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 2016 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2306 */ 2019 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2308 stop = maxfree[i]; 2021 stop = maxfree[i];
2309 } 2022 }
2023
2310 if (!index) 2024 if (!index)
2311 return -1; 2025 return -1;
2026
2312 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2313} 2028}
2314 2029
2315/* 2030/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2033 * 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. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2035 */
2321
2322int 2036int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2038{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2041 return i;
2332 } 2042
2333 return -1; 2043 return -1;
2334} 2044}
2335 2045
2336/* 2046/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2050 */
2340static void 2051static void
2341permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2342{ 2053{
2343 int 2054 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2055 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2056
2354 tmp = arr[i]; 2057 while (--end)
2355 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2059}
2359 2060
2360/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2062 * 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 2063 * 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. 2066 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2067 */
2367void 2068void
2368get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2369{ 2070{
2370 int 2071 int i;
2371 i;
2372 2072
2373 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2074 search_arr[i] = i;
2376 }
2377 2075
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2079}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * 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 2089 * 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 2090 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2091 * there is capable of.
2394 */ 2092 */
2395
2396int 2093int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2095{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2402 sint16 2097
2403 nx, 2098 sint16 nx, ny;
2404 ny;
2405 object * 2099 object *tmp;
2406 tmp; 2100 maptile *mp;
2407 mapstruct * 2101
2408 mp; 2102 MoveType blocked, move_type;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2103
2413 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2414 { 2105 {
2415 exclude = exclude->head; 2106 exclude = exclude->head;
2416 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2426 mp = m; 2117 mp = m;
2427 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2429 2120
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2431 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2124 max = maxfree[i];
2434 }
2435 else 2125 else
2436 { 2126 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2438 2130
2439 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2132 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2444 { 2134 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2136 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))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2449 break; 2138 break;
2450 } 2139
2451 }
2452 if (tmp) 2140 if (tmp)
2453 {
2454 return freedir[i]; 2141 return freedir[i];
2455 }
2456 } 2142 }
2457 } 2143 }
2458 } 2144 }
2145
2459 return 0; 2146 return 0;
2460} 2147}
2461 2148
2462/* 2149/*
2463 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2151 * distance between the two given objects.
2465 */ 2152 */
2466
2467int 2153int
2468distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2469{ 2155{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2157}
2476 2158
2477/* 2159/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * 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 2161 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2481 */ 2163 */
2482
2483int 2164int
2484find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2485{ 2166{
2486 int 2167 int q;
2487 q;
2488 2168
2489 if (y) 2169 if (y)
2490 q = x * 100 / y; 2170 q = x * 100 / y;
2491 else if (x) 2171 else if (x)
2492 q = -300 * x; 2172 q = -300 * x;
2527int 2207int
2528absdir (int d) 2208absdir (int d)
2529{ 2209{
2530 while (d < 1) 2210 while (d < 1)
2531 d += 8; 2211 d += 8;
2212
2532 while (d > 8) 2213 while (d > 8)
2533 d -= 8; 2214 d -= 8;
2215
2534 return d; 2216 return d;
2535} 2217}
2536 2218
2537/* 2219/*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2540 */ 2222 */
2541 2223
2542int 2224int
2543dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2544{ 2226{
2545 int 2227 int d;
2546 d;
2547 2228
2548 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2549 if (d > 4) 2230 if (d > 4)
2550 d = 8 - d; 2231 d = 8 - d;
2232
2551 return d; 2233 return d;
2552} 2234}
2553 2235
2554/* peterm: 2236/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * 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 2240 * 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. 2241 * 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 2242 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2243 * functions.
2562 */ 2244 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2300 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2622 */ 2302 */
2623
2624
2625int 2303int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2305{
2628 sint16 2306 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2307 int mflags;
2633 2308
2634 if (dir < 0) 2309 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2636 2311
2637 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2650 return 0; 2325 return 0;
2651 2326
2652 /* yes, can see. */ 2327 /* yes, can see. */
2653 if (dir < 9) 2328 if (dir < 9)
2654 return 1; 2329 return 1;
2330
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 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]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2334}
2658
2659
2660 2335
2661/* 2336/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2337 * 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 2338 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (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)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2353}
2679 2354
2680
2681/* 2355/*
2682 * create clone from object to another 2356 * create clone from object to another
2683 */ 2357 */
2684object * 2358object *
2685object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2686{ 2360{
2687 object *
2688 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2689 2362
2690 if (!asrc) 2363 if (!asrc)
2691 return NULL; 2364 return 0;
2365
2692 src = asrc; 2366 src = asrc;
2693 if (src->head) 2367 if (src->head)
2694 src = src->head; 2368 src = src->head;
2695 2369
2696 prev = NULL; 2370 prev = 0;
2697 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2698 { 2372 {
2699 tmp = get_object (); 2373 tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x; 2374 tmp->x -= src->x;
2702 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2703 if (!part->head) 2377 if (!part->head)
2704 { 2378 {
2705 dst = tmp; 2379 dst = tmp;
2706 tmp->head = NULL; 2380 tmp->head = 0;
2707 } 2381 }
2708 else 2382 else
2709 {
2710 tmp->head = dst; 2383 tmp->head = dst;
2711 } 2384
2712 tmp->more = NULL; 2385 tmp->more = 0;
2386
2713 if (prev) 2387 if (prev)
2714 prev->more = tmp; 2388 prev->more = tmp;
2389
2715 prev = tmp; 2390 prev = tmp;
2716 } 2391 }
2717 2392
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2395
2724 return dst; 2396 return dst;
2725} 2397}
2726 2398
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. */ 2399/* 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 */ 2400/* 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, */ 2401/* 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. */ 2402/* 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. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2745
2746/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2747
2748object * 2405object *
2749load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2750{ 2407{
2751 object * 2408 object *op;
2752 op;
2753 char
2754 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2755 2410
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757 2412
2758 FILE *
2759 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2760 2414
2761 if (tempfile == NULL) 2415 if (tempfile == NULL)
2762 { 2416 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL; 2418 return NULL;
2765 }; 2419 }
2420
2766 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2767 fclose (tempfile); 2422 fclose (tempfile);
2768 2423
2769 op = get_object (); 2424 op = object::create ();
2770 2425
2771 object_thawer 2426 object_thawer thawer (filename);
2772 thawer (filename);
2773 2427
2774 if (thawer) 2428 if (thawer)
2775 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2776 2430
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2785 * returns NULL if no match. 2439 * returns NULL if no match.
2786 */ 2440 */
2787object * 2441object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2443{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2446 return tmp;
2796 2447
2797 return NULL; 2448 return 0;
2798} 2449}
2799 2450
2800/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL. 2452 * otherwise return NULL.
2802 * 2453 *
2804 * do the desired thing. 2455 * do the desired thing.
2805 */ 2456 */
2806key_value * 2457key_value *
2807get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2808{ 2459{
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2813 {
2814 if (link->key == key) 2461 if (link->key == key)
2815 {
2816 return link; 2462 return link;
2817 }
2818 }
2819 2463
2820 return NULL; 2464 return 0;
2821} 2465}
2822 2466
2823/* 2467/*
2824 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2825 * 2469 *
2828 * The returned string is shared. 2472 * The returned string is shared.
2829 */ 2473 */
2830const char * 2474const char *
2831get_ob_key_value (const object *op, const char *const key) 2475get_ob_key_value (const object *op, const char *const key)
2832{ 2476{
2833 key_value * 2477 key_value *link;
2834 link; 2478 shstr_cmp canonical_key (key);
2835 const char *
2836 canonical_key;
2837 2479
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL) 2480 if (!canonical_key)
2841 { 2481 {
2842 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2846 */ 2486 */
2847 return NULL; 2487 return 0;
2848 } 2488 }
2849 2489
2850 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2852 */ 2492 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2493 for (link = op->key_values; link; link = link->next)
2854 {
2855 if (link->key == canonical_key) 2494 if (link->key == canonical_key)
2856 {
2857 return link->value; 2495 return link->value;
2858 } 2496
2859 }
2860 return NULL; 2497 return 0;
2861} 2498}
2862 2499
2863 2500
2864/* 2501/*
2865 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2872 * Returns TRUE on success. 2509 * Returns TRUE on success.
2873 */ 2510 */
2874int 2511int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2513{
2877 key_value *
2878 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2879 2515
2880 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2881 { 2517 {
2882 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2883 { 2519 {
2901 if (last) 2537 if (last)
2902 last->next = field->next; 2538 last->next = field->next;
2903 else 2539 else
2904 op->key_values = field->next; 2540 op->key_values = field->next;
2905 2541
2906 delete
2907 field; 2542 delete field;
2908 } 2543 }
2909 } 2544 }
2910 return TRUE; 2545 return TRUE;
2911 } 2546 }
2912 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2913 2548
2914 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2915 2550
2916 if (!add_key) 2551 if (!add_key)
2917 {
2918 return FALSE; 2552 return FALSE;
2919 } 2553
2920 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2924 * should pass in "" 2558 * should pass in ""
2947 * Returns TRUE on success. 2581 * Returns TRUE on success.
2948 */ 2582 */
2949int 2583int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2585{
2952 shstr
2953 key_ (key); 2586 shstr key_ (key);
2954 2587
2955 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2956} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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