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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.24 2006/09/10 16:00:23 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */
46object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
47 43
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, 44short 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 45 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}; 46};
57int freedir[SIZEOFFREE] = { 53int 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, 54 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 55 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}; 56};
61 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
134
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 136static int
64compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
65{ 138{
66 key_value *wants_field; 139 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
71 */ 144 */
72 145
73 /* For each field in wants, */ 146 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 148 {
76 key_value *has_field; 149 key_value *has_field;
77 150
78 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
113 * 186 *
114 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
117 * 190 *
118 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
119 * 192 *
120 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
121 * check weight 194 * check weight
122 */ 195 */
123
124bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
125{ 197{
126 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
128 return 0; 204 return 0;
129 205
130 if (ob1->speed != ob2->speed) 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 209 * used to store nrof).
136 */ 210 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 222
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 225
152 226 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 227 || 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) || 228 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 247 || 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)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 251 return 0;
184 252
185 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 254 * check all objects in the inventory.
187 */ 255 */
190 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 260 return 0;
193 261
194 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 264 return 0;
197 265
198 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 267 * if it is valid.
200 */ 268 */
209 277
210 /* Note sure why the following is the case - either the object has to 278 /* 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 279 * be animated or have a very low speed. Is this an attempted monster
212 * check? 280 * check?
213 */ 281 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 283 return 0;
216 284
217 switch (ob1->type) 285 switch (ob1->type)
218 { 286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
221 return 0; 289 return 0;
222 break; 290 break;
223 } 291 }
224 292
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 294 {
227 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
249/* 317/*
250 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
253 */ 321 */
254signed long 322long
255sum_weight (object *op) 323sum_weight (object *op)
256{ 324{
257 signed long sum; 325 long sum;
258 object *inv; 326 object *inv;
259 327
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 329 {
262 if (inv->inv) 330 if (inv->inv)
263 sum_weight (inv); 331 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 333 }
334
266 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
268 if (op->carrying != sum) 338 if (op->carrying != sum)
269 op->carrying = sum; 339 op->carrying = sum;
340
270 return sum; 341 return sum;
271} 342}
272 343
273/** 344/**
274 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
281 op = op->env; 352 op = op->env;
282 return op; 353 return op;
283} 354}
284 355
285/* 356/*
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. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 358 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
304 */ 360 */
305 361
306void 362char *
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) 363dump_object (object *op)
362{ 364{
363 if (op == NULL) 365 if (!op)
364 { 366 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 367
372void 368 object_freezer freezer;
373dump_all_objects (void) 369 save_object (freezer, op, 1);
374{ 370 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} 371}
383 372
384/* 373/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
406 */ 395 */
407 396
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for (object *op = object::first; op; op = op->next)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break; 402 return op;
403
416 return op; 404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
423 */ 411 */
424 412
425object * 413object *
426find_object_name (const char *str) 414find_object_name (const char *str)
427{ 415{
428 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
429 object *op; 417 object *op;
430 418
431 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
432 if (&op->name == name) 420 if (op->name == str_)
433 break; 421 break;
434 422
435 return op; 423 return op;
436} 424}
437 425
440{ 428{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 430}
443 431
444/* 432/*
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 433 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 434 * skill and experience objects.
485 */ 435 */
486void 436void
487set_owner (object *op, object *owner) 437object::set_owner (object *owner)
488{ 438{
489 if (owner == NULL || op == NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
500 owner = owner->owner; 450 owner = owner->owner;
501 451
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; 452 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512
513}
514
515/* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 {
532 /* players don't have owners - they own themselves. Update
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return;
539 }
540 set_owner (op, owner);
541
542} 453}
543 454
544/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links. 456 * refcounts and freeing the links.
546 */ 457 */
556 } 467 }
557 468
558 op->key_values = 0; 469 op->key_values = 0;
559} 470}
560 471
561void object::clear ()
562{
563 attachable_base::clear ();
564
565 free_key_values (this);
566
567 name = 0;
568 name_pl = 0;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/* 472/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
626 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
627 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
630 * will point at garbage. 478 * will point at garbage.
631 */ 479 */
632
633void 480void
634copy_object (object *op2, object *op) 481object::copy_to (object *dst)
635{ 482{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
638 485
639 op2->clone (op); 486 *(object_copy *)dst = *this;
640 487
641 if (is_freed) 488 if (is_freed)
642 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
643 if (is_removed) 491 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
645 493
646 if (op2->speed < 0) 494 if (speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
648 496
649 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
650 if (op2->key_values) 498 if (key_values)
651 { 499 {
652 key_value *tail = 0; 500 key_value *tail = 0;
653 key_value *i; 501 key_value *i;
654 502
655 op->key_values = 0; 503 dst->key_values = 0;
656 504
657 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
658 { 506 {
659 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
660 508
661 new_link->next = 0; 509 new_link->next = 0;
662 new_link->key = i->key; 510 new_link->key = i->key;
663 new_link->value = i->value; 511 new_link->value = i->value;
664 512
665 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
666 if (!op->key_values) 514 if (!dst->key_values)
667 { 515 {
668 op->key_values = new_link; 516 dst->key_values = new_link;
669 tail = new_link; 517 tail = new_link;
670 } 518 }
671 else 519 else
672 { 520 {
673 tail->next = new_link; 521 tail->next = new_link;
674 tail = new_link; 522 tail = new_link;
675 } 523 }
676 } 524 }
677 } 525 }
678 526
679 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
680} 536}
681 537
682/* 538/*
683 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
684 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
685 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
686 */ 542 */
687
688void 543void
689update_turn_face (object *op) 544update_turn_face (object *op)
690{ 545{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
692 return; 547 return;
548
693 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
695} 551}
696 552
697/* 553/*
698 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
699 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
700 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
701 */ 557 */
702
703void 558void
704update_ob_speed (object *op) 559object::set_speed (float speed)
705{ 560{
706 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 { 562 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0; 564 speed = 0;
719#endif
720 }
721 if (arch_init)
722 { 565 }
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730 566
731 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
732 * of the list. */ 568
733 op->active_next = active_objects; 569 if (has_active_speed ())
734 if (op->active_next != NULL) 570 activate ();
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 571 else
739 { 572 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 573}
760 574
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 575/*
793 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...) 579 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
798 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
800 * 583 *
801 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 585 * current action are:
807 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
812 */ 591 */
813
814void 592void
815update_object (object *op, int action) 593update_object (object *op, int action)
816{ 594{
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
819 596
820 if (op == NULL) 597 if (op == NULL)
821 { 598 {
822 /* this should never happen */ 599 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return; 601 return;
825 } 602 }
826 603
827 if (op->env != NULL) 604 if (op->env)
828 { 605 {
829 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
830 * to do in this case. 607 * to do in this case.
831 */ 608 */
832 return; 609 return;
837 */ 614 */
838 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return; 616 return;
840 617
841 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
842 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
843 { 620 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 622#ifdef MANY_CORES
846 abort (); 623 abort ();
847#endif 624#endif
848 return; 625 return;
849 } 626 }
850 627
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
858 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
859 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
865 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now. 645 * to have move_allow right now.
883 */ 646 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 649 m.flags_ = 0;
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 650 }
890 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 653 * that is being removed.
893 */ 654 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 656 m.flags_ = 0;
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
901 }
902 else 659 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 661
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL) 662 if (op->more)
914 update_object (op->more, action); 663 update_object (op->more, action);
915} 664}
916 665
917static 666object *object::first;
918std::vector < object *>
919 mortals;
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928}
929 667
930object::object () 668object::object ()
931{ 669{
932 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
933 671
934 expmul = 1.0; 672 expmul = 1.0;
935 face = blank_face; 673 face = blank_face;
936 attacked_by_count = -1;
937} 674}
938 675
939object::~object () 676object::~object ()
940{ 677{
941 free_key_values (this); 678 free_key_values (this);
942} 679}
943 680
944void object::link () 681void object::link ()
945{ 682{
946 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
947 685
948 prev = 0; 686 prev = 0;
949 next = objects; 687 next = object::first;
950 688
951 if (objects) 689 if (object::first)
952 objects->prev = this; 690 object::first->prev = this;
953 691
954 objects = this; 692 object::first = this;
955} 693}
956 694
957void object::unlink () 695void object::unlink ()
958{ 696{
959 count = 0; 697 if (this == object::first)
698 object::first = next;
960 699
961 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next; 701 if (prev) prev->next = next;
964 if (next)
965 next->prev = prev; 702 if (next) next->prev = prev;
966 if (this == objects) 703
967 objects = next; 704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
968} 840}
969 841
970object *object::create () 842object *object::create ()
971{ 843{
972 object *
973 op = new object; 844 object *op = new object;
974
975 op->link (); 845 op->link ();
976 return op; 846 return op;
977} 847}
978 848
979/* 849void
980 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 851{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 if (flag [FLAG_IS_LINKED])
992 { 853 remove_button_link (this);
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995#ifdef MANY_CORES
996 abort ();
997#endif
998 }
999 854
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 855 if (flag [FLAG_FRIENDLY])
1001 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 remove_friendly_object (this); 856 remove_friendly_object (this);
1004 }
1005 857
1006 if (QUERY_FLAG (this, FLAG_FREED)) 858 if (!flag [FLAG_REMOVED])
1007 { 859 remove ();
1008 dump_object (this); 860
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 861 if (flag [FLAG_FREED])
1010 return; 862 return;
863
864 set_speed (0);
865
866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
1011 } 887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
1012 895
1013 if (more) 896 if (more)
1014 { 897 {
1015 more->free (free_inventory); 898 more->destroy ();
1016 more = 0; 899 more = 0;
1017 } 900 }
1018 901
1019 if (inv) 902 // clear those pointers that likely might have circular references to us
1020 { 903 owner = 0;
1021 /* Only if the space blocks everything do we not process - 904 enemy = 0;
1022 * if some form of movement is allowed, let objects 905 attacked_by = 0;
1023 * drop on that space.
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029 906
1030 while (op) 907 // only relevant for players(?), but make sure of it anyways
1031 { 908 contr = 0;
1032 object * 909}
1033 tmp = op->below;
1034 910
1035 remove_ob (op); 911void
1036 op->free (free_inventory); 912object::destroy (bool destroy_inventory)
1037 op = tmp; 913{
1038 } 914 if (destroyed ())
1039 } 915 return;
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044 916
1045 while (op) 917 if (destroy_inventory)
1046 { 918 destroy_inv (false);
1047 object *
1048 tmp = op->below;
1049 919
1050 remove_ob (op); 920 attachable::destroy ();
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0;
1069 update_ob_speed (this);
1070
1071 unlink ();
1072
1073 SET_FLAG (this, FLAG_FREED);
1074
1075 mortals.push_back (this);
1076} 921}
1077 922
1078/* 923/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1081 */ 926 */
1082
1083void 927void
1084sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1085{ 929{
1086 while (op != NULL) 930 while (op != NULL)
1087 { 931 {
1088 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 } 934
1092 op->carrying -= weight; 935 op->carrying -= weight;
1093 op = op->env; 936 op = op->env;
1094 } 937 }
1095} 938}
1096 939
1097/* remove_ob(op): 940/* op->remove ():
1098 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1099 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 945 * the previous environment.
1103 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1104 */ 947 */
1105
1106void 948void
1107remove_ob (object *op) 949object::remove ()
1108{ 950{
951 object *tmp, *last = 0;
1109 object * 952 object *otmp;
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 953
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 955 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 956
1130 /* Changed it to always dump core in this case. As has been learned
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
959
960 if (more)
961 more->remove ();
1146 962
1147 /* 963 /*
1148 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1149 * inventory. 965 * inventory.
1150 */ 966 */
1151 if (op->env != NULL) 967 if (env)
1152 { 968 {
1153 if (op->nrof) 969 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1155 else 971 else
1156 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1157 973
1158 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 976 * to save cpu time.
1161 */ 977 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 979 otmp->update_stats ();
1164 980
1165 if (op->above != NULL) 981 if (above)
1166 op->above->below = op->below; 982 above->below = below;
1167 else 983 else
1168 op->env->inv = op->below; 984 env->inv = below;
1169 985
1170 if (op->below != NULL) 986 if (below)
1171 op->below->above = op->above; 987 below->above = above;
1172 988
1173 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1176 */ 992 */
1177 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1178 op->map = op->env->map; 994 map = env->map;
1179 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1180 op->env = NULL; 996 env = 0;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 { 997 }
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 998 else if (map)
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 } 999 {
1202 if (op->map != m) 1000 if (type == PLAYER)
1203 { 1001 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1002 --map->players;
1205 op->map->path, m->path, op->x, op->y, x, y); 1003 map->touch ();
1206 } 1004 }
1207 1005
1208 /* Re did the following section of code - it looks like it had 1006 map->dirty = true;
1209 * lots of logic for things we no longer care about
1210 */
1211 1007
1212 /* link the object above us */ 1008 /* link the object above us */
1213 if (op->above) 1009 if (above)
1214 op->above->below = op->below; 1010 above->below = below;
1215 else 1011 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1217 1013
1218 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1219 if (op->below) 1015 if (below)
1220 {
1221 op->below->above = op->above; 1016 below->above = above;
1222 }
1223 else 1017 else
1224 { 1018 {
1225 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1227 * evident 1021 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 {
1231 dump_object (op);
1232 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",
1233 errmsg);
1234 dump_object (GET_MAP_OB (m, x, y));
1235 LOG (llevError, "%s\n", errmsg);
1236 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241
1242 if (op->map->in_memory == MAP_SAVING)
1243 return;
1244
1245 tag = op->count;
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1249 /* No point updating the players look faces if he is the object
1250 * being removed.
1251 */
1252
1253 if (tmp->type == PLAYER && tmp != op)
1254 {
1255 /* If a container that the player is currently using somehow gets
1256 * removed (most likely destroyed), update the player view
1257 * appropriately.
1258 */ 1022 */
1259 if (tmp->container == op) 1023 if (GET_MAP_OB (map, x, y) != this)
1260 { 1024 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1025 char *dump = dump_object (this);
1262 tmp->container = NULL; 1026 LOG (llevError,
1027 "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);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1263 } 1032 }
1264 tmp->contr->socket.update_look = 1; 1033
1265 } 1034 map->at (x, y).bot = above; /* goes on above it. */
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 { 1035 }
1269 1036
1270 move_apply (tmp, op, NULL); 1037 above = 0;
1271 if (was_destroyed (op, tag)) 1038 below = 0;
1039
1040 if (map->in_memory == MAP_SAVING)
1041 return;
1042
1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1044
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 {
1047 /* No point updating the players look faces if he is the object
1048 * being removed.
1049 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1272 { 1052 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1274 } 1065 }
1066
1067 /* See if object moving off should effect something */
1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 {
1072 move_apply (tmp, this, 0);
1073
1074 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1275 } 1076 }
1276 1077
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1279 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1280 tmp->above = NULL; 1081 tmp->above = 0;
1082
1281 last = tmp; 1083 last = tmp;
1282 } 1084 }
1085
1283 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1087 //TODO: this makes little sense, why only update the topmost object?
1285 { 1088 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1089 map->at (x, y).flags_ = 0;
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1090 else
1295 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1296 1092
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1299 1095 }
1300} 1096}
1301 1097
1302/* 1098/*
1303 * merge_ob(op,top): 1099 * merge_ob(op,top):
1304 * 1100 *
1305 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1102 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1105 */
1310
1311object * 1106object *
1312merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1313{ 1108{
1314 if (!op->nrof) 1109 if (!op->nrof)
1315 return 0; 1110 return 0;
1316 if (top == NULL) 1111
1112 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1318 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1319 { 1117 {
1320 if (top == op) 1118 if (top == op)
1321 continue; 1119 continue;
1322 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1323 { 1122 {
1324 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1325 1124
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1127 op->destroy ();
1329 free_object (op);
1330 return top; 1128 return top;
1331 } 1129 }
1332 } 1130 }
1131
1333 return NULL; 1132 return 0;
1334} 1133}
1335 1134
1336/* 1135/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1339 */ 1138 */
1340object * 1139object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1141{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1143 {
1350 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1352 } 1146 }
1147
1353 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1354} 1149}
1355 1150
1356/* 1151/*
1357 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1166 * Return value:
1372 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1169 * just 'op' otherwise
1375 */ 1170 */
1376
1377object * 1171object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1173{
1380 object * 1174 object *tmp, *top, *floor = NULL;
1381 tmp, * 1175 sint16 x, y;
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1176
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1389 { 1178 {
1390 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL; 1180 return NULL;
1392 } 1181 }
1393 if (m == NULL) 1182
1183 if (!m)
1394 { 1184 {
1395 dump_object (op); 1185 char *dump = dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1397 return op; 1188 return op;
1398 } 1189 }
1190
1399 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1400 { 1192 {
1401 dump_object (op); 1193 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1195#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1198 * improperly inserted.
1407 */ 1199 */
1408 abort (); 1200 abort ();
1409#endif 1201#endif
1202 free (dump);
1410 return op; 1203 return op;
1411 } 1204 }
1205
1412 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 { 1207 {
1414 dump_object (op); 1208 char *dump = dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1416 return op; 1211 return op;
1417 } 1212 }
1213
1418 if (op->more != NULL) 1214 if (op->more)
1419 { 1215 {
1420 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1421 1217
1422 object *
1423 more = op->more; 1218 object *more = op->more;
1424 1219
1425 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1426 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1429 */ 1224 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map) 1227 else if (!more->map)
1435 { 1228 {
1436 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1438 */ 1231 */
1441 1234
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 { 1236 {
1444 if (!op->head) 1237 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1446 return NULL; 1240 return 0;
1447 } 1241 }
1448 } 1242 }
1243
1449 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1245
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1248 * need extra work
1457 y = op->y; 1252 y = op->y;
1458 1253
1459 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1460 */ 1255 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1465 { 1259 {
1466 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1261 tmp->destroy ();
1468 free_object (tmp);
1469 } 1262 }
1470 }
1471 1263
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1269
1477 if (flag & INS_BELOW_ORIGINATOR) 1270 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1271 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1273 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1275 abort ();
1483 } 1276 }
1277
1484 op->above = originator; 1278 op->above = originator;
1485 op->below = originator->below; 1279 op->below = originator->below;
1280
1486 if (op->below) 1281 if (op->below)
1487 op->below->above = op; 1282 op->below->above = op;
1488 else 1283 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1285
1490 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1491 originator->below = op; 1287 originator->below = op;
1492 } 1288 }
1493 else 1289 else
1494 { 1290 {
1495 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497 { 1293 {
1498 object * 1294 object *last = 0;
1499 last = NULL;
1500 1295
1501 /* 1296 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1512 */ 1307 */
1513
1514 while (top != NULL) 1308 while (top)
1515 { 1309 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1311 floor = top;
1312
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 { 1314 {
1520 /* We insert above top, so we want this object below this */ 1315 /* We insert above top, so we want this object below this */
1521 top = top->below; 1316 top = top->below;
1522 break; 1317 break;
1523 } 1318 }
1319
1524 last = top; 1320 last = top;
1525 top = top->above; 1321 top = top->above;
1526 } 1322 }
1323
1527 /* Don't want top to be NULL, so set it to the last valid object */ 1324 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last; 1325 top = last;
1529 1326
1530 /* We let update_position deal with figuring out what the space 1327 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1328 * looks like instead of lots of conditions here.
1537 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1336 * stacking is a bit odd.
1540 */ 1337 */
1541 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543 { 1340 {
1544 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1343 break;
1547 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1551 */ 1348 */
1552 if (last && last->below && last != floor) 1349 if (last && last->below && last != floor)
1553 top = last->below; 1350 top = last->below;
1554 } 1351 }
1555 } /* If objects on this space */ 1352 } /* If objects on this space */
1353
1556 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1358 top = floor;
1560 1359
1561 /* Top is the object that our object (op) is going to get inserted above. 1360 /* Top is the object that our object (op) is going to get inserted above.
1562 */ 1361 */
1563 1362
1564 /* First object on this space */ 1363 /* First object on this space */
1565 if (!top) 1364 if (!top)
1566 { 1365 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1367
1568 if (op->above) 1368 if (op->above)
1569 op->above->below = op; 1369 op->above->below = op;
1370
1570 op->below = NULL; 1371 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1572 } 1373 }
1573 else 1374 else
1574 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1575 op->above = top->above; 1376 op->above = top->above;
1377
1576 if (op->above) 1378 if (op->above)
1577 op->above->below = op; 1379 op->above->below = op;
1380
1578 op->below = top; 1381 op->below = top;
1579 top->above = op; 1382 top->above = op;
1580 } 1383 }
1384
1581 if (op->above == NULL) 1385 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1584 1388
1585 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1586 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1587 1397
1588 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1589 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1590 */ 1400 */
1591 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1593 { 1403 if (pl->contr->ns)
1594 if (tmp->type == PLAYER) 1404 pl->contr->ns->floorbox_update ();
1595 tmp->contr->socket.update_look = 1;
1596 }
1597 1405
1598 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1413 * of effect may be sufficient.
1606 */ 1414 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1609
1610 1417
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1613 1420
1421 INVOKE_OBJECT (INSERT, op);
1614 1422
1615 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1617 * 1425 *
1618 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1429 * update_object().
1622 */ 1430 */
1623 1431
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 { 1434 {
1628 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1629 return NULL; 1436 return 0;
1630 1437
1631 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1632 * walk on's. 1439 * walk on's.
1633 */ 1440 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1636 return NULL; 1443 return 0;
1637 } 1444 }
1445
1638 return op; 1446 return op;
1639} 1447}
1640 1448
1641/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1644 */ 1452 */
1645void 1453void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1455{
1648 object * 1456 object *tmp, *tmp1;
1649 tmp;
1650 object *
1651 tmp1;
1652 1457
1653 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1654 1459
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 { 1462 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1463
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1665
1666 1465
1667 tmp1->x = op->x; 1466 tmp1->x = op->x;
1668 tmp1->y = op->y; 1467 tmp1->y = op->y;
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1670} 1475}
1671 1476
1672/* 1477/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1482 * global static errmsg array.
1678 */ 1483 */
1679
1680object * 1484object *
1681get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1682{ 1486{
1683 object * 1487 object *newob;
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687 1489
1688 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1689 { 1491 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL; 1493 return NULL;
1692 } 1494 }
1495
1693 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1694 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1695 { 1499 orig_ob->destroy (1);
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed) 1500 else if (!is_removed)
1701 { 1501 {
1702 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1706 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL; 1508 return NULL;
1709 } 1509 }
1710 } 1510 }
1511
1711 newob->nrof = nr; 1512 newob->nrof = nr;
1712 1513
1713 return newob; 1514 return newob;
1714} 1515}
1715 1516
1722 */ 1523 */
1723 1524
1724object * 1525object *
1725decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1726{ 1527{
1727 object * 1528 object *tmp;
1728 tmp;
1729 player *
1730 pl;
1731 1529
1732 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1733 return op; 1531 return op;
1734 1532
1735 if (i > op->nrof) 1533 if (i > op->nrof)
1736 i = op->nrof; 1534 i = op->nrof;
1737 1535
1738 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i; 1537 op->nrof -= i;
1741 }
1742 else if (op->env != NULL) 1538 else if (op->env)
1743 { 1539 {
1744 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1745 * therein? 1541 * therein?
1746 */ 1542 */
1747 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1748 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player. 1548 * and then searching the map for a player.
1753 */ 1549 */
1754 if (!tmp) 1550 if (!tmp)
1755 { 1551 for_all_players (pl)
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1758 break; 1555 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 } 1556 }
1764 1557
1765 if (i < op->nrof) 1558 if (i < op->nrof)
1766 { 1559 {
1767 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i; 1561 op->nrof -= i;
1769 if (tmp) 1562 if (tmp)
1770 {
1771 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1772 }
1773 } 1564 }
1774 else 1565 else
1775 { 1566 {
1776 remove_ob (op); 1567 op->remove ();
1777 op->nrof = 0; 1568 op->nrof = 0;
1778 if (tmp) 1569 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1781 }
1782 } 1571 }
1783 } 1572 }
1784 else 1573 else
1785 { 1574 {
1786 object *
1787 above = op->above; 1575 object *above = op->above;
1788 1576
1789 if (i < op->nrof) 1577 if (i < op->nrof)
1790 {
1791 op->nrof -= i; 1578 op->nrof -= i;
1792 }
1793 else 1579 else
1794 { 1580 {
1795 remove_ob (op); 1581 op->remove ();
1796 op->nrof = 0; 1582 op->nrof = 0;
1797 } 1583 }
1584
1798 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1800 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1801 { 1588 {
1802 if (op->nrof) 1589 if (op->nrof)
1803 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1804 else 1591 else
1805 esrv_del_item (tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1806 } 1593 }
1807 } 1594 }
1808 1595
1809 if (op->nrof) 1596 if (op->nrof)
1810 {
1811 return op; 1597 return op;
1812 }
1813 else 1598 else
1814 { 1599 {
1815 free_object (op); 1600 op->destroy ();
1816 return NULL; 1601 return 0;
1817 } 1602 }
1818} 1603}
1819 1604
1820/* 1605/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1826add_weight (object *op, signed long weight) 1611add_weight (object *op, signed long weight)
1827{ 1612{
1828 while (op != NULL) 1613 while (op != NULL)
1829 { 1614 {
1830 if (op->type == CONTAINER) 1615 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 } 1617
1834 op->carrying += weight; 1618 op->carrying += weight;
1835 op = op->env; 1619 op = op->env;
1836 } 1620 }
1837} 1621}
1838 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1839/* 1643/*
1840 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1841 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1842 * inside the object environment. 1646 * inside the object environment.
1843 * 1647 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1851 */ 1650 */
1852 1651
1853object * 1652object *
1854insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1855{ 1654{
1856 object * 1655 object *tmp, *otmp;
1857 tmp, *
1858 otmp;
1859 1656
1860 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 { 1658 op->remove ();
1862 dump_object (op); 1659
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1660 if (op->more)
1878 { 1661 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1663 return op;
1881 } 1664 }
1665
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1884 if (op->nrof) 1668 if (op->nrof)
1885 { 1669 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1888 { 1672 {
1889 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1674 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1894 */ 1678 */
1895 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1898 op = tmp; 1682 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break; 1685 break;
1902 } 1686 }
1903 1687
1904 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1908 * the linking below 1692 * the linking below
1909 */ 1693 */
1910 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1911 } 1695 }
1912 else 1696 else
1913 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1914 1698
1915 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1916 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp); 1702 otmp->update_stats ();
1920 }
1921 1703
1922 op->map = NULL; 1704 op->map = 0;
1923 op->env = where; 1705 op->env = this;
1924 op->above = NULL; 1706 op->above = 0;
1925 op->below = NULL; 1707 op->below = 0;
1926 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1927 1709
1928 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1930 { 1712 {
1931#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1935 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1936 } 1718 }
1937 1719
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1939 * It sure simplifies this function... 1721 * It sure simplifies this function...
1940 */ 1722 */
1941 if (where->inv == NULL) 1723 if (!inv)
1942 where->inv = op; 1724 inv = op;
1943 else 1725 else
1944 { 1726 {
1945 op->below = where->inv; 1727 op->below = inv;
1946 op->below->above = op; 1728 op->below->above = op;
1947 where->inv = op; 1729 inv = op;
1948 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1949 return op; 1734 return op;
1950} 1735}
1951 1736
1952/* 1737/*
1953 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1967 * 1752 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1755 * on top.
1971 */ 1756 */
1972
1973int 1757int
1974check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1975{ 1759{
1976 object * 1760 object *tmp;
1977 tmp; 1761 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1984 MoveType 1763
1985 move_on, 1764 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1765
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1767 return 0;
1991
1992 tag = op->count;
1993 1768
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1772
2013 1788
2014 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
2016 */ 1791 */
2017 1792
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2019 { 1794 {
2020 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1797 * we don't need to check all of them.
2023 */ 1798 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1800 break;
2026 } 1801 }
1802
2027 for (; tmp != NULL; tmp = tmp->below) 1803 for (; tmp; tmp = tmp->below)
2028 { 1804 {
2029 if (tmp == op) 1805 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1806 continue; /* Can't apply yourself */
2031 1807
2032 /* Check to see if one of the movement types should be slowed down. 1808 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1818 {
2043 1819
2044 float 1820 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
2048 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1826 diff /= 4.0;
2054 } 1827
2055 }
2056 op->speed_left -= diff; 1828 op->speed_left -= diff;
2057 } 1829 }
2058 } 1830 }
2059 1831
2060 /* Basically same logic as above, except now for actual apply. */ 1832 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1835 {
2064
2065 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
1837
2066 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
2067 return 1; 1839 return 1;
2068 1840
2069 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2072 */ 1844 */
2073 if (op->map != m || op->x != x || op->y != y) 1845 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1846 return 0;
2075 } 1847 }
2076 } 1848 }
1849
2077 return 0; 1850 return 0;
2078} 1851}
2079 1852
2080/* 1853/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2084 */ 1857 */
2085
2086object * 1858object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1860{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2093 { 1862 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1864 return NULL;
2096 } 1865 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2098 if (tmp->arch == at) 1868 if (tmp->arch == at)
2099 return tmp; 1869 return tmp;
1870
2100 return NULL; 1871 return NULL;
2101} 1872}
2102 1873
2103/* 1874/*
2104 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2107 */ 1878 */
2108
2109object * 1879object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2111{ 1881{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2116 { 1883 {
2117 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1885 return NULL;
2119 } 1886 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2121 if (tmp->type == type) 1889 if (tmp->type == type)
2122 return tmp; 1890 return tmp;
1891
2123 return NULL; 1892 return NULL;
2124} 1893}
2125 1894
2126/* 1895/*
2127 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2130 */ 1899 */
2131
2132object * 1900object *
2133present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2134{ 1902{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1904 if (tmp->type == type)
2140 return tmp; 1905 return tmp;
1906
2141 return NULL; 1907 return NULL;
2142} 1908}
2143 1909
2144/* 1910/*
2145 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1922 * to be unique.
2157 */ 1923 */
2158
2159object * 1924object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1926{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1929 return tmp;
2169 } 1930
2170 return NULL; 1931 return 0;
2171} 1932}
2172 1933
2173/* 1934/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2177 */ 1938 */
2178
2179object * 1939object *
2180present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2181{ 1941{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1943 if (tmp->arch == at)
2187 return tmp; 1944 return tmp;
1945
2188 return NULL; 1946 return NULL;
2189} 1947}
2190 1948
2191/* 1949/*
2192 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2193 */ 1951 */
2194void 1952void
2195flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2196{ 1954{
2197 object *
2198 tmp;
2199
2200 if (op->inv) 1955 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 { 1957 {
2203 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2205 } 1960 }
2206} /* 1961}
1962
1963/*
2207 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2208 */ 1965 */
2209void 1966void
2210unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2211{ 1968{
2212 object *
2213 tmp;
2214
2215 if (op->inv) 1969 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 { 1971 {
2218 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2220 } 1974 }
2221} 1975}
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2228 */ 1982 */
2229
2230void 1983void
2231set_cheat (object *op) 1984set_cheat (object *op)
2232{ 1985{
2233 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 2009 * customized, changed states, etc.
2257 */ 2010 */
2258
2259int 2011int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 2013{
2262 int
2263 i,
2264 index = 0, flag; 2014 int index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2267 2016
2268 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2269 { 2018 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271 if (!flag) 2020 if (!flag)
2272 altern[index++] = i; 2021 altern [index++] = i;
2273 2022
2274 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2281 */ 2030 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i]; 2032 stop = maxfree[i];
2284 } 2033 }
2034
2285 if (!index) 2035 if (!index)
2286 return -1; 2036 return -1;
2037
2287 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2288} 2039}
2289 2040
2290/* 2041/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 2046 */
2296
2297int 2047int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2049{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2052 return i;
2307 } 2053
2308 return -1; 2054 return -1;
2309} 2055}
2310 2056
2311/* 2057/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2061 */
2315static void 2062static void
2316permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2317{ 2064{
2318 int 2065 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2066 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2067
2329 tmp = arr[i]; 2068 while (--end)
2330 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2070}
2334 2071
2335/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2340 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2078 */
2342void 2079void
2343get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2344{ 2081{
2345 int 2082 int i;
2346 i;
2347 2083
2348 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2085 search_arr[i] = i;
2351 }
2352 2086
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2090}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2102 * there is capable of.
2369 */ 2103 */
2370
2371int 2104int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2106{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2377 sint16 2108
2378 nx, 2109 sint16 nx, ny;
2379 ny;
2380 object * 2110 object *tmp;
2381 tmp; 2111 maptile *mp;
2382 mapstruct * 2112
2383 mp; 2113 MoveType blocked, move_type;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2114
2388 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2389 { 2116 {
2390 exclude = exclude->head; 2117 exclude = exclude->head;
2391 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2401 mp = m; 2128 mp = m;
2402 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2404 2131
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2406 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2135 max = maxfree[i];
2409 }
2410 else 2136 else
2411 { 2137 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2413 2141
2414 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2143 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2419 { 2145 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2149 break;
2425 } 2150
2426 }
2427 if (tmp) 2151 if (tmp)
2428 {
2429 return freedir[i]; 2152 return freedir[i];
2430 }
2431 } 2153 }
2432 } 2154 }
2433 } 2155 }
2156
2434 return 0; 2157 return 0;
2435} 2158}
2436 2159
2437/* 2160/*
2438 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2162 * distance between the two given objects.
2440 */ 2163 */
2441
2442int 2164int
2443distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2444{ 2166{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2168}
2451 2169
2452/* 2170/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2456 */ 2174 */
2457
2458int 2175int
2459find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2460{ 2177{
2461 int 2178 int q;
2462 q;
2463 2179
2464 if (y) 2180 if (y)
2465 q = x * 100 / y; 2181 q = x * 100 / y;
2466 else if (x) 2182 else if (x)
2467 q = -300 * x; 2183 q = -300 * x;
2502int 2218int
2503absdir (int d) 2219absdir (int d)
2504{ 2220{
2505 while (d < 1) 2221 while (d < 1)
2506 d += 8; 2222 d += 8;
2223
2507 while (d > 8) 2224 while (d > 8)
2508 d -= 8; 2225 d -= 8;
2226
2509 return d; 2227 return d;
2510} 2228}
2511 2229
2512/* 2230/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2233 */
2516 2234
2517int 2235int
2518dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2519{ 2237{
2520 int 2238 int d;
2521 d;
2522 2239
2523 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2524 if (d > 4) 2241 if (d > 4)
2525 d = 8 - d; 2242 d = 8 - d;
2243
2526 return d; 2244 return d;
2527} 2245}
2528 2246
2529/* peterm: 2247/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2254 * functions.
2537 */ 2255 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2311 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2597 */ 2313 */
2598
2599
2600int 2314int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2316{
2603 sint16 2317 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2318 int mflags;
2608 2319
2609 if (dir < 0) 2320 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2611 2322
2612 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2625 return 0; 2336 return 0;
2626 2337
2627 /* yes, can see. */ 2338 /* yes, can see. */
2628 if (dir < 9) 2339 if (dir < 9)
2629 return 1; 2340 return 1;
2341
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2345}
2633
2634
2635 2346
2636/* 2347/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2364}
2654 2365
2655
2656/* 2366/*
2657 * create clone from object to another 2367 * create clone from object to another
2658 */ 2368 */
2659object * 2369object *
2660object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2661{ 2371{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2373
2665 if (!asrc) 2374 if (!asrc)
2666 return NULL; 2375 return 0;
2376
2667 src = asrc; 2377 src = asrc;
2668 if (src->head) 2378 if (src->head)
2669 src = src->head; 2379 src = src->head;
2670 2380
2671 prev = NULL; 2381 prev = 0;
2672 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2673 { 2383 {
2674 tmp = get_object (); 2384 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2385 tmp->x -= src->x;
2677 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2678 if (!part->head) 2388 if (!part->head)
2679 { 2389 {
2680 dst = tmp; 2390 dst = tmp;
2681 tmp->head = NULL; 2391 tmp->head = 0;
2682 } 2392 }
2683 else 2393 else
2684 {
2685 tmp->head = dst; 2394 tmp->head = dst;
2686 } 2395
2687 tmp->more = NULL; 2396 tmp->more = 0;
2397
2688 if (prev) 2398 if (prev)
2689 prev->more = tmp; 2399 prev->more = tmp;
2400
2690 prev = tmp; 2401 prev = tmp;
2691 } 2402 }
2692 2403
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2406
2699 return dst; 2407 return dst;
2700} 2408}
2701 2409
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2416object *
2724load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2725{ 2418{
2726 object * 2419 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2730 2421
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2423
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2735 2425
2736 if (tempfile == NULL) 2426 if (tempfile == NULL)
2737 { 2427 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2429 return NULL;
2740 }; 2430 }
2431
2741 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2433 fclose (tempfile);
2743 2434
2744 op = get_object (); 2435 op = object::create ();
2745 2436
2746 object_thawer 2437 object_thawer thawer (filename);
2747 thawer (filename);
2748 2438
2749 if (thawer) 2439 if (thawer)
2750 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2751 2441
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2760 * returns NULL if no match. 2450 * returns NULL if no match.
2761 */ 2451 */
2762object * 2452object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2454{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2457 return tmp;
2771 2458
2772 return NULL; 2459 return 0;
2773} 2460}
2774 2461
2775/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL. 2463 * otherwise return NULL.
2777 * 2464 *
2779 * do the desired thing. 2466 * do the desired thing.
2780 */ 2467 */
2781key_value * 2468key_value *
2782get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2783{ 2470{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2472 if (link->key == key)
2790 {
2791 return link; 2473 return link;
2792 }
2793 }
2794 2474
2795 return NULL; 2475 return 0;
2796} 2476}
2797 2477
2798/* 2478/*
2799 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2800 * 2480 *
2803 * The returned string is shared. 2483 * The returned string is shared.
2804 */ 2484 */
2805const char * 2485const char *
2806get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2807{ 2487{
2808 key_value * 2488 key_value *link;
2809 link; 2489 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2490
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2491 if (!canonical_key)
2816 { 2492 {
2817 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2497 */
2822 return NULL; 2498 return 0;
2823 } 2499 }
2824 2500
2825 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2827 */ 2503 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2831 {
2832 return link->value; 2506 return link->value;
2833 } 2507
2834 }
2835 return NULL; 2508 return 0;
2836} 2509}
2837 2510
2838 2511
2839/* 2512/*
2840 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2847 * Returns TRUE on success. 2520 * Returns TRUE on success.
2848 */ 2521 */
2849int 2522int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2524{
2852 key_value *
2853 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2854 2526
2855 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2528 {
2857 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2858 { 2530 {
2876 if (last) 2548 if (last)
2877 last->next = field->next; 2549 last->next = field->next;
2878 else 2550 else
2879 op->key_values = field->next; 2551 op->key_values = field->next;
2880 2552
2881 delete
2882 field; 2553 delete field;
2883 } 2554 }
2884 } 2555 }
2885 return TRUE; 2556 return TRUE;
2886 } 2557 }
2887 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2888 2559
2889 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2890 2561
2891 if (!add_key) 2562 if (!add_key)
2892 {
2893 return FALSE; 2563 return FALSE;
2894 } 2564
2895 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2899 * should pass in "" 2569 * should pass in ""
2922 * Returns TRUE on success. 2592 * Returns TRUE on success.
2923 */ 2593 */
2924int 2594int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2596{
2927 shstr
2928 key_ (key); 2597 shstr key_ (key);
2929 2598
2930 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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