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Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.139 by root, Sat Apr 21 17:34:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <skills.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 57};
54 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
213 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
214 return 0; 290 return 0;
215 break; 291 break;
216 } 292 }
217 293
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
219 { 295 {
220 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
254 { 330 {
255 if (inv->inv) 331 if (inv->inv)
256 sum_weight (inv); 332 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 334 }
335
259 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
261 if (op->carrying != sum) 339 if (op->carrying != sum)
262 op->carrying = sum; 340 op->carrying = sum;
341
263 return sum; 342 return sum;
264} 343}
265 344
266/** 345/**
267 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
274 op = op->env; 353 op = op->env;
275 return op; 354 return op;
276} 355}
277 356
278/* 357/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 359 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
297 */ 361 */
298 362char *
299void
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 363dump_object (object *op)
355{ 364{
356 if (op == NULL) 365 if (!op)
357 { 366 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 367
365void 368 object_freezer freezer;
366dump_all_objects (void) 369 op->write (freezer);
367{ 370 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 371}
376 372
377/* 373/*
378 * 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
379 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
395} 391}
396 392
397/* 393/*
398 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
399 */ 395 */
400
401object * 396object *
402find_object (tag_t i) 397find_object (tag_t i)
403{ 398{
404 object *op; 399 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 400 if (op->count == i)
408 break;
409 return op; 401 return op;
402
403 return 0;
410} 404}
411 405
412/* 406/*
413 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
416 */ 410 */
417
418object * 411object *
419find_object_name (const char *str) 412find_object_name (const char *str)
420{ 413{
421 const char *name = shstr::find (str); 414 shstr_cmp str_ (str);
422 object *op; 415 object *op;
423 416
424 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
425 if (&op->name == name) 418 if (op->name == str_)
426 break; 419 break;
427 420
428 return op; 421 return op;
429} 422}
430 423
433{ 426{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435} 428}
436 429
437/* 430/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473}
474
475/*
476 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects. 432 * skill and experience objects.
478 */ 433 */
479void 434void
480set_owner (object *op, object *owner) 435object::set_owner (object *owner)
481{ 436{
482 if (owner == NULL || op == NULL) 437 if (!owner)
483 return; 438 return;
484 439
485 /* next line added to allow objects which own objects */ 440 /* next line added to allow objects which own objects */
486 /* Add a check for ownercounts in here, as I got into an endless loop 441 /* Add a check for ownercounts in here, as I got into an endless loop
487 * with the fireball owning a poison cloud which then owned the 442 * with the fireball owning a poison cloud which then owned the
488 * fireball. I believe that was caused by one of the objects getting 443 * fireball. I believe that was caused by one of the objects getting
489 * freed and then another object replacing it. Since the ownercounts 444 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid. 445 * didn't match, this check is valid and I believe that cause is valid.
491 */ 446 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 447 while (owner->owner)
493 owner = owner->owner; 448 owner = owner->owner;
494 449
495 /* IF the owner still has an owner, we did not resolve to a final owner.
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner; 450 this->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 {
524 /* players don't have owners - they own themselves. Update
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return;
531 }
532
533 set_owner (op, owner);
534} 451}
535 452
536/* Zero the key_values on op, decrementing the shared-string 453/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links. 454 * refcounts and freeing the links.
538 */ 455 */
539static void 456static void
540free_key_values (object *op) 457free_key_values (object *op)
541{ 458{
542 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
543 { 460 {
544 key_value *next = i->next; 461 key_value *next = i->next;
545 delete i; 462 delete i;
546 463
547 i = next; 464 i = next;
548 } 465 }
549 466
550 op->key_values = 0; 467 op->key_values = 0;
551} 468}
552 469
553void object::clear () 470object &
471object::operator =(const object &src)
554{ 472{
555 attachable_base::clear (); 473 bool is_freed = flag [FLAG_FREED];
474 bool is_removed = flag [FLAG_REMOVED];
556 475
557 free_key_values (this); 476 *(object_copy *)this = src;
558 477
559 clear_owner (this); 478 flag [FLAG_FREED] = is_freed;
560 479 flag [FLAG_REMOVED] = is_removed;
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object,
620 * and then copies the contends of the first object into the second
621 * object, allocating what needs to be allocated. Basically, any
622 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
623 * if the first object is freed, the pointers in the new object
624 * will point at garbage.
625 */
626
627void
628copy_object (object *op2, object *op)
629{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
632
633 op2->clone (op);
634
635 if (is_freed)
636 SET_FLAG (op, FLAG_FREED);
637 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED);
639
640 if (op2->speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
642 480
643 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
644 if (op2->key_values) 482 if (src.key_values)
645 { 483 {
646 key_value *tail = 0; 484 key_value *tail = 0;
647 key_value *i;
648
649 op->key_values = 0; 485 key_values = 0;
650 486
651 for (i = op2->key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
652 { 488 {
653 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
654 490
655 new_link->next = 0; 491 new_link->next = 0;
656 new_link->key = i->key; 492 new_link->key = i->key;
657 new_link->value = i->value; 493 new_link->value = i->value;
658 494
659 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
660 if (!op->key_values) 496 if (!key_values)
661 { 497 {
662 op->key_values = new_link; 498 key_values = new_link;
663 tail = new_link; 499 tail = new_link;
664 } 500 }
665 else 501 else
666 { 502 {
667 tail->next = new_link; 503 tail->next = new_link;
668 tail = new_link; 504 tail = new_link;
669 } 505 }
670 } 506 }
671 } 507 }
508}
672 509
673 update_ob_speed (op); 510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525
526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
545}
546
547object *
548object::clone ()
549{
550 object *neu = create ();
551 copy_to (neu);
552 return neu;
674} 553}
675 554
676/* 555/*
677 * If an object with the IS_TURNABLE() flag needs to be turned due 556 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can 557 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map. 558 * be called to update the face variable, _and_ how it looks on the map.
680 */ 559 */
681
682void 560void
683update_turn_face (object *op) 561update_turn_face (object *op)
684{ 562{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 563 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
686 return; 564 return;
565
687 SET_ANIMATION (op, op->direction); 566 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 567 update_object (op, UP_OBJ_FACE);
689} 568}
690 569
691/* 570/*
692 * Updates the speed of an object. If the speed changes from 0 to another 571 * Updates the speed of an object. If the speed changes from 0 to another
693 * value, or vice versa, then add/remove the object from the active list. 572 * value, or vice versa, then add/remove the object from the active list.
694 * This function needs to be called whenever the speed of an object changes. 573 * This function needs to be called whenever the speed of an object changes.
695 */ 574 */
696
697void 575void
698update_ob_speed (object *op) 576object::set_speed (float speed)
699{ 577{
700 extern int arch_init; 578 if (flag [FLAG_FREED] && speed)
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 { 579 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0; 581 speed = 0;
713#endif
714 }
715 if (arch_init)
716 { 582 }
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724 583
725 /* process_events() expects us to insert the object at the beginning 584 this->speed = speed;
726 * of the list. */ 585
727 op->active_next = active_objects; 586 if (has_active_speed ())
728 if (op->active_next != NULL) 587 activate ();
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 588 else
733 { 589 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 590}
754 591
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 592/*
787 * update_object() updates the array which represents the map. 593 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
789 * by invisible objects by whatever is below them (unless it's another 595 * by invisible objects by whatever is below them (unless it's another
790 * invisible object, etc...) 596 * invisible object, etc...)
791 * If the object being updated is beneath a player, the look-window 597 * If the object being updated is beneath a player, the look-window
792 * of that player is updated (this might be a suboptimal way of 598 * of that player is updated (this might be a suboptimal way of
793 * updating that window, though, since update_object() is called _often_) 599 * updating that window, though, since update_object() is called _often_)
794 * 600 *
795 * action is a hint of what the caller believes need to be done. 601 * action is a hint of what the caller believes need to be done.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 602 * current action are:
801 * UP_OBJ_INSERT: op was inserted 603 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 604 * UP_OBJ_REMOVE: op was removed
803 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 605 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
804 * as that is easier than trying to look at what may have changed. 606 * as that is easier than trying to look at what may have changed.
805 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
806 */ 608 */
807
808void 609void
809update_object (object *op, int action) 610update_object (object *op, int action)
810{ 611{
811 int update_now = 0, flags;
812 MoveType move_on, move_off, move_block, move_slow;
813
814 if (op == NULL) 612 if (op == NULL)
815 { 613 {
816 /* this should never happen */ 614 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
818 return; 616 return;
819 } 617 }
820 618
821 if (op->env != NULL) 619 if (op->env)
822 { 620 {
823 /* Animation is currently handled by client, so nothing 621 /* Animation is currently handled by client, so nothing
824 * to do in this case. 622 * to do in this case.
825 */ 623 */
826 return; 624 return;
831 */ 629 */
832 if (!op->map || op->map->in_memory == MAP_SAVING) 630 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return; 631 return;
834 632
835 /* make sure the object is within map boundaries */ 633 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 634 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
837 { 635 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 636 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 637#ifdef MANY_CORES
840 abort (); 638 abort ();
841#endif 639#endif
842 return; 640 return;
843 } 641 }
844 642
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 643 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 644
645 if (!(m.flags_ & P_UPTODATE))
646 /* nop */;
852 if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
853 { 648 {
649 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 651 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
858 update_now = 1; 652 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
859 653 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
654 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 655 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on) 656 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 657 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 658 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* This isn't perfect, but I don't expect a lot of objects to 659 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now. 660 * to have move_allow right now.
877 */ 661 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 662 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
880 664 m.flags_ = 0;
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 } 665 }
884 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 668 * that is being removed.
887 */ 669 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 671 m.flags_ = 0;
890 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 673 /* Nothing to do for that case */ ;
892 else 674 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 676
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 677 if (op->more)
902 update_object (op->more, action); 678 update_object (op->more, action);
903}
904
905static unordered_vector<object *> mortals;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918} 679}
919 680
920object::object () 681object::object ()
921{ 682{
922 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
923 684
924 expmul = 1.0; 685 expmul = 1.0;
925 face = blank_face; 686 face = blank_face;
926 attacked_by_count = -1;
927} 687}
928 688
929object::~object () 689object::~object ()
930{ 690{
691 unlink ();
692
931 free_key_values (this); 693 free_key_values (this);
932} 694}
933 695
696static int object_count;
697
934void object::link () 698void object::link ()
935{ 699{
700 assert (!index);//D
701 uuid = gen_uuid ();
936 count = ++ob_count; 702 count = ++object_count;
937 703
938 prev = 0; 704 refcnt_inc ();
939 next = objects; 705 objects.insert (this);
940
941 if (objects)
942 objects->prev = this;
943
944 objects = this;
945} 706}
946 707
947void object::unlink () 708void object::unlink ()
948{ 709{
949 count = 0;
950
951 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next;
955 prev = 0;
956 }
957
958 if (next) 710 if (!index)
959 { 711 return;
960 next->prev = prev; 712
961 next = 0; 713 objects.erase (this);
714 refcnt_dec ();
715}
716
717void
718object::activate ()
719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
724 if (has_active_speed ())
725 actives.insert (this);
726}
727
728void
729object::activate_recursive ()
730{
731 activate ();
732
733 for (object *op = inv; op; op = op->below)
734 op->activate_recursive ();
735}
736
737/* This function removes object 'op' from the list of active
738 * objects.
739 * This should only be used for style maps or other such
740 * reference maps where you don't want an object that isn't
741 * in play chewing up cpu time getting processed.
742 * The reverse of this is to call update_ob_speed, which
743 * will do the right thing based on the speed of the object.
744 */
745void
746object::deactivate ()
747{
748 /* If not on the active list, nothing needs to be done */
749 if (!active)
750 return;
751
752 actives.erase (this);
753}
754
755void
756object::deactivate_recursive ()
757{
758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
761 deactivate ();
762}
763
764void
765object::set_flag_inv (int flag, int value)
766{
767 for (object *op = inv; op; op = op->below)
962 } 768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
772}
963 773
964 if (this == objects) 774/*
965 objects = next; 775 * Remove and free all objects in the inventory of the given object.
776 * object.c ?
777 */
778void
779object::destroy_inv (bool drop_to_ground)
780{
781 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory,
785 // cf will crash below with off-map x and y
786 if (!inv)
787 return;
788
789 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects
791 * drop on that space.
792 */
793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy ();
818 else
819 map->insert (op, x, y);
820 }
821 }
966} 822}
967 823
968object *object::create () 824object *object::create ()
969{ 825{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 826 object *op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link (); 827 op->link ();
983 return op; 828 return op;
984} 829}
985 830
986/* 831void
987 * free_object() frees everything allocated by an object, removes 832object::do_destroy ()
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 833{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 834 attachable::do_destroy ();
999 { 835
1000 LOG (llevDebug, "Free object called with non removed object\n"); 836 if (flag [FLAG_IS_LINKED])
1001 dump_object (this); 837 remove_button_link (this);
1002#ifdef MANY_CORES 838
1003 abort (); 839 if (flag [FLAG_FRIENDLY])
1004#endif
1005 } 840 {
1006
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1008 {
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1010 remove_friendly_object (this); 841 remove_friendly_object (this);
1011 }
1012 842
1013 if (QUERY_FLAG (this, FLAG_FREED)) 843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
849
850 if (!flag [FLAG_REMOVED])
851 remove ();
852
853 destroy_inv (true);
854
855 deactivate ();
856 unlink ();
857
858 flag [FLAG_FREED] = 1;
859
860 // hack to ensure that freed objects still have a valid map
861 {
862 static maptile *freed_map; // freed objects are moved here to avoid crashes
863
864 if (!freed_map)
1014 { 865 {
1015 dump_object (this); 866 freed_map = new maptile;
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 867
1017 return; 868 freed_map->name = "/internal/freed_objects_map";
869 freed_map->width = 3;
870 freed_map->height = 3;
871
872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
1018 } 874 }
875
876 map = freed_map;
877 x = 1;
878 y = 1;
879 }
880
881 head = 0;
1019 882
1020 if (more) 883 if (more)
1021 { 884 {
1022 more->free (free_inventory); 885 more->destroy ();
1023 more = 0; 886 more = 0;
1024 } 887 }
1025 888
1026 if (inv) 889 // clear those pointers that likely might have circular references to us
1027 { 890 owner = 0;
1028 /* Only if the space blocks everything do we not process - 891 enemy = 0;
1029 * if some form of movement is allowed, let objects 892 attacked_by = 0;
1030 * drop on that space. 893}
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036 894
1037 while (op) 895void
1038 { 896object::destroy (bool destroy_inventory)
1039 object * 897{
1040 tmp = op->below; 898 if (destroyed ())
899 return;
1041 900
1042 remove_ob (op); 901 if (destroy_inventory)
1043 op->free (free_inventory); 902 destroy_inv (false);
1044 op = tmp;
1045 }
1046 }
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051 903
1052 while (op) 904 attachable::destroy ();
1053 {
1054 object *
1055 tmp = op->below;
1056
1057 remove_ob (op);
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085} 905}
1086 906
1087/* 907/*
1088 * sub_weight() recursively (outwards) subtracts a number from the 908 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)). 909 * weight of an object (and what is carried by it's environment(s)).
1090 */ 910 */
1091
1092void 911void
1093sub_weight (object *op, signed long weight) 912sub_weight (object *op, signed long weight)
1094{ 913{
1095 while (op != NULL) 914 while (op != NULL)
1096 { 915 {
1097 if (op->type == CONTAINER) 916 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 917 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 } 918
1101 op->carrying -= weight; 919 op->carrying -= weight;
1102 op = op->env; 920 op = op->env;
1103 } 921 }
1104} 922}
1105 923
1106/* remove_ob(op): 924/* op->remove ():
1107 * This function removes the object op from the linked list of objects 925 * This function removes the object op from the linked list of objects
1108 * which it is currently tied to. When this function is done, the 926 * which it is currently tied to. When this function is done, the
1109 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 929 * the previous environment.
1112 * Beware: This function is called from the editor as well!
1113 */ 930 */
1114
1115void 931void
1116remove_ob (object *op) 932object::do_remove ()
1117{ 933{
1118 object *tmp, *last = NULL; 934 object *tmp, *last = 0;
1119 object *otmp; 935 object *otmp;
1120 936
1121 tag_t tag;
1122 int check_walk_off;
1123 mapstruct *m;
1124
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
1128 { 938 return;
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 939
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED); 940 SET_FLAG (this, FLAG_REMOVED);
941 INVOKE_OBJECT (REMOVE, this);
942
943 if (more)
944 more->remove ();
1149 945
1150 /* 946 /*
1151 * In this case, the object to be removed is in someones 947 * In this case, the object to be removed is in someones
1152 * inventory. 948 * inventory.
1153 */ 949 */
1154 if (op->env != NULL) 950 if (env)
1155 { 951 {
1156 if (op->nrof) 952 if (nrof)
1157 sub_weight (op->env, op->weight * op->nrof); 953 sub_weight (env, weight * nrof);
1158 else 954 else
1159 sub_weight (op->env, op->weight + op->carrying); 955 sub_weight (env, weight + carrying);
1160 956
1161 /* NO_FIX_PLAYER is set when a great many changes are being 957 /* NO_FIX_PLAYER is set when a great many changes are being
1162 * made to players inventory. If set, avoiding the call 958 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 959 * to save cpu time.
1164 */ 960 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 961 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp); 962 otmp->update_stats ();
1167 963
1168 if (op->above != NULL) 964 if (above)
1169 op->above->below = op->below; 965 above->below = below;
1170 else 966 else
1171 op->env->inv = op->below; 967 env->inv = below;
1172 968
1173 if (op->below != NULL) 969 if (below)
1174 op->below->above = op->above; 970 below->above = above;
1175 971
1176 /* we set up values so that it could be inserted into 972 /* we set up values so that it could be inserted into
1177 * the map, but we don't actually do that - it is up 973 * the map, but we don't actually do that - it is up
1178 * to the caller to decide what we want to do. 974 * to the caller to decide what we want to do.
1179 */ 975 */
1180 op->x = op->env->x, op->y = op->env->y; 976 x = env->x, y = env->y;
1181 op->map = op->env->map; 977 map = env->map;
1182 op->above = NULL, op->below = NULL; 978 above = 0, below = 0;
1183 op->env = NULL; 979 env = 0;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 { 980 }
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 981 else if (map)
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 } 982 {
1205 if (op->map != m) 983 if (type == PLAYER)
1206 { 984 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 985 // leaving a spot always closes any open container on the ground
1208 op->map->path, m->path, op->x, op->y, x, y); 986 if (container && !container->env)
1209 } 987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
1210 990
1211 /* Re did the following section of code - it looks like it had 991 --map->players;
1212 * lots of logic for things we no longer care about 992 map->touch ();
1213 */ 993 }
1214 994
995 map->dirty = true;
996 mapspace &ms = this->ms ();
997
1215 /* link the object above us */ 998 /* link the object above us */
1216 if (op->above) 999 if (above)
1217 op->above->below = op->below; 1000 above->below = below;
1218 else 1001 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
1220 1003
1221 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
1222 if (op->below) 1005 if (below)
1223 op->below->above = op->above; 1006 below->above = above;
1224 else 1007 else
1225 { 1008 {
1226 /* Nothing below, which means we need to relink map object for this space 1009 /* Nothing below, which means we need to relink map object for this space
1227 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
1228 * evident 1011 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 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",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */ 1012 */
1263 if (tmp->container == op) 1013 if (GET_MAP_OB (map, x, y) != this)
1014 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1015
1016 ms.bot = above; /* goes on above it. */
1017 }
1018
1019 above = 0;
1020 below = 0;
1021
1022 if (map->in_memory == MAP_SAVING)
1023 return;
1024
1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1026
1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1028 {
1029 /* No point updating the players look faces if he is the object
1030 * being removed.
1031 */
1032
1033 if (tmp->type == PLAYER && tmp != this)
1264 { 1034 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 1035 /* If a container that the player is currently using somehow gets
1036 * removed (most likely destroyed), update the player view
1037 * appropriately.
1038 */
1039 if (tmp->container == this)
1040 {
1041 flag [FLAG_APPLIED] = 0;
1266 tmp->container = NULL; 1042 tmp->container = 0;
1043 }
1044
1045 if (tmp->contr->ns)
1046 tmp->contr->ns->floorbox_update ();
1267 } 1047 }
1268 1048
1269 tmp->contr->socket.update_look = 1;
1270 }
1271 /* See if player moving off should effect something */ 1049 /* See if object moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1050 if (check_walk_off
1273 { 1051 && ((move_type & tmp->move_off)
1274 move_apply (tmp, op, NULL); 1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1275
1276 if (was_destroyed (op, tag))
1277 { 1053 {
1054 move_apply (tmp, this, 0);
1055
1056 if (destroyed ())
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1279 } 1058 }
1280 }
1281 1059
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283 1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1284 if (tmp->above == tmp) 1062 if (tmp->above == tmp)
1285 tmp->above = NULL; 1063 tmp->above = 0;
1286 1064
1287 last = tmp; 1065 last = tmp;
1288 } 1066 }
1289 1067
1290 /* last == NULL of there are no objects on this space */ 1068 /* last == NULL if there are no objects on this space */
1291 if (last == NULL) 1069 //TODO: this makes little sense, why only update the topmost object?
1292 { 1070 if (!last)
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1071 map->at (x, y).flags_ = 0;
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else 1072 else
1302 update_object (last, UP_OBJ_REMOVE); 1073 update_object (last, UP_OBJ_REMOVE);
1303 1074
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1076 update_all_los (map, x, y);
1077 }
1306} 1078}
1307 1079
1308/* 1080/*
1309 * merge_ob(op,top): 1081 * merge_ob(op,top):
1310 * 1082 *
1311 * This function goes through all objects below and including top, and 1083 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1084 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1085 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL 1086 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */ 1087 */
1316
1317object * 1088object *
1318merge_ob (object *op, object *top) 1089merge_ob (object *op, object *top)
1319{ 1090{
1320 if (!op->nrof) 1091 if (!op->nrof)
1321 return 0; 1092 return 0;
1322 if (top == NULL) 1093
1094 if (top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1095 for (top = op; top && top->above; top = top->above)
1096 ;
1097
1324 for (; top != NULL; top = top->below) 1098 for (; top; top = top->below)
1325 { 1099 {
1326 if (top == op) 1100 if (top == op)
1327 continue; 1101 continue;
1328 if (CAN_MERGE (op, top)) 1102
1103 if (object::can_merge (op, top))
1329 { 1104 {
1330 top->nrof += op->nrof; 1105 top->nrof += op->nrof;
1331 1106
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1107/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */ 1108 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op); 1109 op->destroy ();
1335 free_object (op);
1336 return top; 1110 return top;
1337 } 1111 }
1338 } 1112 }
1113
1339 return NULL; 1114 return 0;
1340} 1115}
1341 1116
1117void
1118object::expand_tail ()
1119{
1120 if (more)
1121 return;
1122
1123 object *prev = this;
1124
1125 for (archetype *at = arch->more; at; at = at->more)
1126 {
1127 object *op = arch_to_object (at);
1128
1129 op->name = name;
1130 op->name_pl = name_pl;
1131 op->title = title;
1132
1133 op->head = this;
1134 prev->more = op;
1135
1136 prev = op;
1137 }
1138}
1139
1342/* 1140/*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1141 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1344 * job preparing multi-part monsters 1142 * job preparing multi-part monsters.
1345 */ 1143 */
1346object * 1144object *
1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1145insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1348{ 1146{
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1148 {
1356 tmp->x = x + tmp->arch->clone.x; 1149 tmp->x = x + tmp->arch->clone.x;
1357 tmp->y = y + tmp->arch->clone.y; 1150 tmp->y = y + tmp->arch->clone.y;
1358 } 1151 }
1152
1359 return insert_ob_in_map (op, m, originator, flag); 1153 return insert_ob_in_map (op, m, originator, flag);
1360} 1154}
1361 1155
1362/* 1156/*
1363 * insert_ob_in_map (op, map, originator, flag): 1157 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1171 * Return value:
1378 * new object if 'op' was merged with other object 1172 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1173 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1174 * just 'op' otherwise
1381 */ 1175 */
1382
1383object * 1176object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1178{
1179 assert (!op->flag [FLAG_FREED]);
1180
1386 object *tmp, *top, *floor = NULL; 1181 object *tmp, *top, *floor = NULL;
1387 sint16 x, y;
1388 1182
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1183 op->remove ();
1390 {
1391 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL;
1393 }
1394 1184
1395 if (m == NULL) 1185#if 0
1396 { 1186 if (!m->active != !op->active)
1397 dump_object (op); 1187 if (m->active)
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1188 op->activate_recursive ();
1399 return op; 1189 else
1400 } 1190 op->deactivate_recursive ();
1191#endif
1401 1192
1402 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1403 { 1194 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1195 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1406#ifdef MANY_CORES 1196#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object 1197 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting 1198 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted. 1199 * improperly inserted.
1410 */ 1200 */
1411 abort (); 1201 abort ();
1412#endif 1202#endif
1413 return op; 1203 return op;
1414 } 1204 }
1415 1205
1416 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 {
1418 dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1420 return op;
1421 }
1422
1423 if (op->more != NULL)
1424 {
1425 /* The part may be on a different map. */
1426
1427 object *more = op->more; 1206 if (object *more = op->more)
1428 1207 {
1429 /* We really need the caller to normalize coordinates - if
1430 * we set the map, that doesn't work if the location is within
1431 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it.
1433 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map)
1437 {
1438 /* For backwards compatibility - when not dealing with tiled maps,
1439 * more->map should always point to the parent.
1440 */
1441 more->map = m;
1442 }
1443
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1208 if (!insert_ob_in_map (more, m, originator, flag))
1445 { 1209 {
1446 if (!op->head) 1210 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1211 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448 1212
1449 return NULL; 1213 return 0;
1450 } 1214 }
1451 } 1215 }
1452 1216
1453 CLEAR_FLAG (op, FLAG_REMOVED); 1217 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1218
1455 /* Ideally, the caller figures this out. However, it complicates a lot 1219 /* Ideally, the caller figures this out. However, it complicates a lot
1456 * of areas of callers (eg, anything that uses find_free_spot would now 1220 * of areas of callers (eg, anything that uses find_free_spot would now
1457 * need extra work 1221 * need extra work
1458 */ 1222 */
1459 op->map = get_map_from_coord (m, &op->x, &op->y); 1223 if (!xy_normalise (m, op->x, op->y))
1460 x = op->x; 1224 return 0;
1461 y = op->y; 1225
1226 op->map = m;
1227 mapspace &ms = op->ms ();
1462 1228
1463 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1464 */ 1230 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1232 for (tmp = ms.bot; tmp; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp)) 1233 if (object::can_merge (op, tmp))
1468 { 1234 {
1469 op->nrof += tmp->nrof; 1235 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1236 tmp->destroy ();
1471 free_object (tmp);
1472 } 1237 }
1473 1238
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1239 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1240 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1241
1489 op->below = originator->below; 1254 op->below = originator->below;
1490 1255
1491 if (op->below) 1256 if (op->below)
1492 op->below->above = op; 1257 op->below->above = op;
1493 else 1258 else
1494 SET_MAP_OB (op->map, op->x, op->y, op); 1259 ms.bot = op;
1495 1260
1496 /* since *below* originator, no need to update top */ 1261 /* since *below* originator, no need to update top */
1497 originator->below = op; 1262 originator->below = op;
1498 } 1263 }
1499 else 1264 else
1500 { 1265 {
1266 top = ms.bot;
1267
1501 /* If there are other objects, then */ 1268 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1269 if ((!(flag & INS_MAP_LOAD)) && top)
1503 { 1270 {
1504 object *last = NULL; 1271 object *last = 0;
1505 1272
1506 /* 1273 /*
1507 * If there are multiple objects on this space, we do some trickier handling. 1274 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate. 1275 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if 1276 * Generally, we want to put the new object on top. But if
1513 * once we get to them. This reduces the need to traverse over all of 1280 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time 1281 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed 1282 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects. 1283 * that flying non pickable objects are spell objects.
1517 */ 1284 */
1518 1285 for (top = ms.bot; top; top = top->above)
1519 while (top != NULL)
1520 { 1286 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1287 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522 floor = top; 1288 floor = top;
1523 1289
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1290 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1527 top = top->below; 1293 top = top->below;
1528 break; 1294 break;
1529 } 1295 }
1530 1296
1531 last = top; 1297 last = top;
1532 top = top->above;
1533 } 1298 }
1534 1299
1535 /* Don't want top to be NULL, so set it to the last valid object */ 1300 /* Don't want top to be NULL, so set it to the last valid object */
1536 top = last; 1301 top = last;
1537 1302
1539 * looks like instead of lots of conditions here. 1304 * looks like instead of lots of conditions here.
1540 * makes things faster, and effectively the same result. 1305 * makes things faster, and effectively the same result.
1541 */ 1306 */
1542 1307
1543 /* Have object 'fall below' other objects that block view. 1308 /* Have object 'fall below' other objects that block view.
1544 * Unless those objects are exits, type 66 1309 * Unless those objects are exits.
1545 * If INS_ON_TOP is used, don't do this processing 1310 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1311 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1312 * stacking is a bit odd.
1548 */ 1313 */
1549 if (!(flag & INS_ON_TOP) && 1314 if (!(flag & INS_ON_TOP)
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1315 && ms.flags () & P_BLOCKSVIEW
1316 && (op->face && !faces [op->face].visibility))
1551 { 1317 {
1552 for (last = top; last != floor; last = last->below) 1318 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1319 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1320 break;
1321
1555 /* Check to see if we found the object that blocks view, 1322 /* Check to see if we found the object that blocks view,
1556 * and make sure we have a below pointer for it so that 1323 * and make sure we have a below pointer for it so that
1557 * we can get inserted below this one, which requires we 1324 * we can get inserted below this one, which requires we
1558 * set top to the object below us. 1325 * set top to the object below us.
1559 */ 1326 */
1561 top = last->below; 1328 top = last->below;
1562 } 1329 }
1563 } /* If objects on this space */ 1330 } /* If objects on this space */
1564 1331
1565 if (flag & INS_MAP_LOAD) 1332 if (flag & INS_MAP_LOAD)
1566 top = GET_MAP_TOP (op->map, op->x, op->y); 1333 top = ms.top;
1567 1334
1568 if (flag & INS_ABOVE_FLOOR_ONLY) 1335 if (flag & INS_ABOVE_FLOOR_ONLY)
1569 top = floor; 1336 top = floor;
1570 1337
1571 /* Top is the object that our object (op) is going to get inserted above. 1338 /* Top is the object that our object (op) is going to get inserted above.
1572 */ 1339 */
1573 1340
1574 /* First object on this space */ 1341 /* First object on this space */
1575 if (!top) 1342 if (!top)
1576 { 1343 {
1577 op->above = GET_MAP_OB (op->map, op->x, op->y); 1344 op->above = ms.bot;
1578 1345
1579 if (op->above) 1346 if (op->above)
1580 op->above->below = op; 1347 op->above->below = op;
1581 1348
1582 op->below = NULL; 1349 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1350 ms.bot = op;
1584 } 1351 }
1585 else 1352 else
1586 { /* get inserted into the stack above top */ 1353 { /* get inserted into the stack above top */
1587 op->above = top->above; 1354 op->above = top->above;
1588 1355
1591 1358
1592 op->below = top; 1359 op->below = top;
1593 top->above = op; 1360 top->above = op;
1594 } 1361 }
1595 1362
1596 if (op->above == NULL) 1363 if (!op->above)
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1364 ms.top = op;
1598 } /* else not INS_BELOW_ORIGINATOR */ 1365 } /* else not INS_BELOW_ORIGINATOR */
1599 1366
1600 if (op->type == PLAYER) 1367 if (op->type == PLAYER)
1368 {
1601 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1370 ++op->map->players;
1371 op->map->touch ();
1372 }
1373
1374 op->map->dirty = true;
1602 1375
1603 /* If we have a floor, we know the player, if any, will be above 1376 /* If we have a floor, we know the player, if any, will be above
1604 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1605 */ 1378 */
1606 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1380 if (object *pl = ms.player ())
1608 if (tmp->type == PLAYER) 1381 if (pl->contr->ns)
1609 tmp->contr->socket.update_look = 1; 1382 pl->contr->ns->floorbox_update ();
1610 1383
1611 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really 1385 * visible to others on this map. But update_all_los is really
1613 * an inefficient way to do this, as it means los for all players 1386 * an inefficient way to do this, as it means los for all players
1614 * on the map will get recalculated. The players could very well 1387 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1391 * of effect may be sufficient.
1619 */ 1392 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1622 1395
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1397 update_object (op, UP_OBJ_INSERT);
1625 1398
1399 INVOKE_OBJECT (INSERT, op);
1400
1626 /* Don't know if moving this to the end will break anything. However, 1401 /* Don't know if moving this to the end will break anything. However,
1627 * we want to have update_look set above before calling this. 1402 * we want to have floorbox_update called before calling this.
1628 * 1403 *
1629 * check_move_on() must be after this because code called from 1404 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1405 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1406 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1407 * update_object().
1634 1409
1635 /* if this is not the head or flag has been passed, don't check walk on status */ 1410 /* if this is not the head or flag has been passed, don't check walk on status */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 { 1412 {
1638 if (check_move_on (op, originator)) 1413 if (check_move_on (op, originator))
1639 return NULL; 1414 return 0;
1640 1415
1641 /* If we are a multi part object, lets work our way through the check 1416 /* If we are a multi part object, lets work our way through the check
1642 * walk on's. 1417 * walk on's.
1643 */ 1418 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1420 if (check_move_on (tmp, originator))
1646 return NULL; 1421 return 0;
1647 } 1422 }
1648 1423
1649 return op; 1424 return op;
1650} 1425}
1651 1426
1652/* this function inserts an object in the map, but if it 1427/* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first. 1428 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map. 1429 * op is the object to insert it under: supplies x and the map.
1655 */ 1430 */
1656void 1431void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1432replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1433{
1659 object *tmp;
1660 object *tmp1; 1434 object *tmp, *tmp1;
1661 1435
1662 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1663 1437
1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1438 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 { 1440 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1441
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1674 1443
1675 tmp1->x = op->x; 1444 tmp1->x = op->x;
1676 tmp1->y = op->y; 1445 tmp1->y = op->y;
1677 insert_ob_in_map (tmp1, op->map, op, 0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 return where->map->insert (this, where->x, where->y, originator, flags);
1678} 1453}
1679 1454
1680/* 1455/*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array. 1460 * global static errmsg array.
1686 */ 1461 */
1687
1688object * 1462object *
1689get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1690{ 1464{
1691 object * 1465 object *newob;
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695 1467
1696 if (orig_ob->nrof < nr) 1468 if (orig_ob->nrof < nr)
1697 { 1469 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL; 1471 return NULL;
1700 } 1472 }
1473
1701 newob = object_create_clone (orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1702 if ((orig_ob->nrof -= nr) < 1) 1476 if ((orig_ob->nrof -= nr) < 1)
1703 { 1477 orig_ob->destroy (1);
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed) 1478 else if (!is_removed)
1709 { 1479 {
1710 if (orig_ob->env != NULL) 1480 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL; 1486 return NULL;
1717 } 1487 }
1718 } 1488 }
1489
1719 newob->nrof = nr; 1490 newob->nrof = nr;
1720 1491
1721 return newob; 1492 return newob;
1722} 1493}
1723 1494
1726 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1728 * 1499 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1501 */
1731
1732object * 1502object *
1733decrease_ob_nr (object *op, uint32 i) 1503decrease_ob_nr (object *op, uint32 i)
1734{ 1504{
1735 object * 1505 object *tmp;
1736 tmp;
1737 player *
1738 pl;
1739 1506
1740 if (i == 0) /* objects with op->nrof require this check */ 1507 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1508 return op;
1742 1509
1743 if (i > op->nrof) 1510 if (i > op->nrof)
1744 i = op->nrof; 1511 i = op->nrof;
1745 1512
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1513 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i; 1514 op->nrof -= i;
1749 }
1750 else if (op->env != NULL) 1515 else if (op->env)
1751 { 1516 {
1752 /* is this object in the players inventory, or sub container 1517 /* is this object in the players inventory, or sub container
1753 * therein? 1518 * therein?
1754 */ 1519 */
1755 tmp = is_player_inv (op->env); 1520 tmp = op->in_player ();
1756 /* nope. Is this a container the player has opened? 1521 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player. 1522 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly 1523 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map, 1524 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player. 1525 * and then searching the map for a player.
1761 */ 1526 */
1762 if (!tmp) 1527 if (!tmp)
1763 { 1528 for_all_players (pl)
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env) 1529 if (pl->ob->container == op->env)
1530 {
1531 tmp = pl->ob;
1766 break; 1532 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 } 1533 }
1772 1534
1773 if (i < op->nrof) 1535 if (i < op->nrof)
1774 { 1536 {
1775 sub_weight (op->env, op->weight * i); 1537 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i; 1538 op->nrof -= i;
1777 if (tmp) 1539 if (tmp)
1778 {
1779 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1780 }
1781 } 1541 }
1782 else 1542 else
1783 { 1543 {
1784 remove_ob (op); 1544 op->remove ();
1785 op->nrof = 0; 1545 op->nrof = 0;
1786 if (tmp) 1546 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count); 1547 esrv_del_item (tmp->contr, op->count);
1789 }
1790 } 1548 }
1791 } 1549 }
1792 else 1550 else
1793 { 1551 {
1794 object *
1795 above = op->above; 1552 object *above = op->above;
1796 1553
1797 if (i < op->nrof) 1554 if (i < op->nrof)
1798 {
1799 op->nrof -= i; 1555 op->nrof -= i;
1800 }
1801 else 1556 else
1802 { 1557 {
1803 remove_ob (op); 1558 op->remove ();
1804 op->nrof = 0; 1559 op->nrof = 0;
1805 } 1560 }
1561
1806 /* Since we just removed op, op->above is null */ 1562 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above) 1563 for (tmp = above; tmp; tmp = tmp->above)
1808 if (tmp->type == PLAYER) 1564 if (tmp->type == PLAYER)
1809 { 1565 {
1810 if (op->nrof) 1566 if (op->nrof)
1811 esrv_send_item (tmp, op); 1567 esrv_send_item (tmp, op);
1812 else 1568 else
1813 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1814 } 1570 }
1815 } 1571 }
1816 1572
1817 if (op->nrof) 1573 if (op->nrof)
1818 {
1819 return op; 1574 return op;
1820 }
1821 else 1575 else
1822 { 1576 {
1823 free_object (op); 1577 op->destroy ();
1824 return NULL; 1578 return 0;
1825 } 1579 }
1826} 1580}
1827 1581
1828/* 1582/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1583 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1584 * and also updates how much the environment(s) is/are carrying.
1831 */ 1585 */
1832
1833void 1586void
1834add_weight (object *op, signed long weight) 1587add_weight (object *op, signed long weight)
1835{ 1588{
1836 while (op != NULL) 1589 while (op != NULL)
1837 { 1590 {
1838 if (op->type == CONTAINER) 1591 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1592 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 } 1593
1842 op->carrying += weight; 1594 op->carrying += weight;
1843 op = op->env; 1595 op = op->env;
1844 } 1596 }
1845} 1597}
1846 1598
1599object *
1600insert_ob_in_ob (object *op, object *where)
1601{
1602 if (!where)
1603 {
1604 char *dump = dump_object (op);
1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1606 free (dump);
1607 return op;
1608 }
1609
1610 if (where->head)
1611 {
1612 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1613 where = where->head;
1614 }
1615
1616 return where->insert (op);
1617}
1618
1847/* 1619/*
1848 * insert_ob_in_ob(op,environment): 1620 * env->insert (op)
1849 * This function inserts the object op in the linked list 1621 * This function inserts the object op in the linked list
1850 * inside the object environment. 1622 * inside the object environment.
1851 * 1623 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1624 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1859 */ 1626 */
1860
1861object * 1627object *
1862insert_ob_in_ob (object *op, object *where) 1628object::insert (object *op)
1863{ 1629{
1864 object * 1630 object *tmp, *otmp;
1865 tmp, *
1866 otmp;
1867 1631
1868 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 { 1633 op->remove ();
1870 dump_object (op); 1634
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1635 if (op->more)
1886 { 1636 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op; 1638 return op;
1889 } 1639 }
1640
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1642 CLEAR_FLAG (op, FLAG_REMOVED);
1892 if (op->nrof) 1643 if (op->nrof)
1893 { 1644 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1646 if (object::can_merge (tmp, op))
1896 { 1647 {
1897 /* return the original object and remove inserted object 1648 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1649 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1650 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1651 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight. 1652 * tmp->nrof, we need to increase the weight.
1902 */ 1653 */
1903 add_weight (where, op->weight * op->nrof); 1654 add_weight (this, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1655 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */ 1656 op->destroy (); /* free the inserted object */
1906 op = tmp; 1657 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1658 op->remove (); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break; 1660 break;
1910 } 1661 }
1911 1662
1912 /* I assume combined objects have no inventory 1663 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed 1664 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract 1665 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do 1666 * the weight, so we need to add it in again, since we actually do
1916 * the linking below 1667 * the linking below
1917 */ 1668 */
1918 add_weight (where, op->weight * op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1919 } 1670 }
1920 else 1671 else
1921 add_weight (where, (op->weight + op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1922 1673
1923 otmp = is_player_inv (where); 1674 otmp = this->in_player ();
1924 if (otmp && otmp->contr != NULL) 1675 if (otmp && otmp->contr)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp); 1677 otmp->update_stats ();
1928 }
1929 1678
1930 op->map = NULL; 1679 op->map = 0;
1931 op->env = where; 1680 op->env = this;
1932 op->above = NULL; 1681 op->above = 0;
1933 op->below = NULL; 1682 op->below = 0;
1934 op->x = 0, op->y = 0; 1683 op->x = 0, op->y = 0;
1935 1684
1936 /* reset the light list and los of the players on the map */ 1685 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map) 1686 if ((op->glow_radius != 0) && map)
1938 { 1687 {
1939#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map)) 1691 if (map->darkness)
1943 update_all_los (where->map, where->x, where->y); 1692 update_all_los (map, x, y);
1944 } 1693 }
1945 1694
1946 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1947 * It sure simplifies this function... 1696 * It sure simplifies this function...
1948 */ 1697 */
1949 if (where->inv == NULL) 1698 if (!inv)
1950 where->inv = op; 1699 inv = op;
1951 else 1700 else
1952 { 1701 {
1953 op->below = where->inv; 1702 op->below = inv;
1954 op->below->above = op; 1703 op->below->above = op;
1955 where->inv = op; 1704 inv = op;
1956 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1957 return op; 1709 return op;
1958} 1710}
1959 1711
1960/* 1712/*
1961 * Checks if any objects has a move_type that matches objects 1713 * Checks if any objects has a move_type that matches objects
1975 * 1727 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below 1728 * MSW 2001-07-08: Check all objects on space, not just those below
1977 * object being inserted. insert_ob_in_map may not put new objects 1729 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top. 1730 * on top.
1979 */ 1731 */
1980
1981int 1732int
1982check_move_on (object *op, object *originator) 1733check_move_on (object *op, object *originator)
1983{ 1734{
1984 object *tmp; 1735 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1736 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1737 int x = op->x, y = op->y;
1988 1738
1989 MoveType move_on, move_slow, move_block; 1739 MoveType move_on, move_slow, move_block;
1990 1740
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1741 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1742 return 0;
1993
1994 tag = op->count;
1995 1743
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1744 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1745 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1746 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999 1747
2015 1763
2016 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
2018 */ 1766 */
2019 1767
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2021 { 1769 {
2022 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects, 1771 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them. 1772 * we don't need to check all of them.
2025 */ 1773 */
2042 { 1790 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1793 {
2046 1794
1795 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
2048 1797
2049 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 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))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1801 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1810 {
2062 move_apply (tmp, op, originator); 1811 move_apply (tmp, op, originator);
2063 1812
2064 if (was_destroyed (op, tag)) 1813 if (op->destroyed ())
2065 return 1; 1814 return 1;
2066 1815
2067 /* what the person/creature stepped onto has moved the object 1816 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1817 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1818 * have a feeling strange problems would result.
2079/* 1828/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1829 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1830 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
2083 */ 1832 */
2084
2085object * 1833object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1835{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
2092 { 1837 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1839 return NULL;
2095 } 1840 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2097 if (tmp->arch == at) 1843 if (tmp->arch == at)
2098 return tmp; 1844 return tmp;
1845
2099 return NULL; 1846 return NULL;
2100} 1847}
2101 1848
2102/* 1849/*
2103 * present(type, map, x, y) searches for any objects with 1850 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1851 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1852 * The first matching object is returned, or NULL if none.
2106 */ 1853 */
2107
2108object * 1854object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1855present (unsigned char type, maptile *m, int x, int y)
2110{ 1856{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1857 if (out_of_map (m, x, y))
2115 { 1858 {
2116 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1860 return NULL;
2118 } 1861 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1862
1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2120 if (tmp->type == type) 1864 if (tmp->type == type)
2121 return tmp; 1865 return tmp;
1866
2122 return NULL; 1867 return NULL;
2123} 1868}
2124 1869
2125/* 1870/*
2126 * present_in_ob(type, object) searches for any objects with 1871 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1872 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
2129 */ 1874 */
2130
2131object * 1875object *
2132present_in_ob (unsigned char type, const object *op) 1876present_in_ob (unsigned char type, const object *op)
2133{ 1877{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1878 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1879 if (tmp->type == type)
2139 return tmp; 1880 return tmp;
1881
2140 return NULL; 1882 return NULL;
2141} 1883}
2142 1884
2143/* 1885/*
2144 * present_in_ob (type, str, object) searches for any objects with 1886 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1894 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1895 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1896 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1897 * to be unique.
2156 */ 1898 */
2157
2158object * 1899object *
2159present_in_ob_by_name (int type, const char *str, const object *op) 1900present_in_ob_by_name (int type, const char *str, const object *op)
2160{ 1901{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1903 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1904 return tmp;
2168 } 1905
2169 return NULL; 1906 return 0;
2170} 1907}
2171 1908
2172/* 1909/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1910 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1911 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2176 */ 1913 */
2177
2178object * 1914object *
2179present_arch_in_ob (const archetype *at, const object *op) 1915present_arch_in_ob (const archetype *at, const object *op)
2180{ 1916{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at) 1918 if (tmp->arch == at)
2186 return tmp; 1919 return tmp;
1920
2187 return NULL; 1921 return NULL;
2188} 1922}
2189 1923
2190/* 1924/*
2191 * activate recursively a flag on an object inventory 1925 * activate recursively a flag on an object inventory
2192 */ 1926 */
2193void 1927void
2194flag_inv (object *op, int flag) 1928flag_inv (object *op, int flag)
2195{ 1929{
2196 object *
2197 tmp;
2198
2199 if (op->inv) 1930 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 { 1932 {
2202 SET_FLAG (tmp, flag); 1933 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1934 flag_inv (tmp, flag);
2204 } 1935 }
2205} /* 1936}
1937
1938/*
2206 * desactivate recursively a flag on an object inventory 1939 * deactivate recursively a flag on an object inventory
2207 */ 1940 */
2208void 1941void
2209unflag_inv (object *op, int flag) 1942unflag_inv (object *op, int flag)
2210{ 1943{
2211 object *
2212 tmp;
2213
2214 if (op->inv) 1944 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 { 1946 {
2217 CLEAR_FLAG (tmp, flag); 1947 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1948 unflag_inv (tmp, flag);
2219 } 1949 }
2220} 1950}
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1953 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively). 1954 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for 1955 * If checksums are used, a player will get set_cheat called for
2226 * him/her-self and all object carried by a call to this function. 1956 * him/her-self and all object carried by a call to this function.
2227 */ 1957 */
2228
2229void 1958void
2230set_cheat (object *op) 1959set_cheat (object *op)
2231{ 1960{
2232 SET_FLAG (op, FLAG_WAS_WIZ); 1961 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ); 1962 flag_inv (op, FLAG_WAS_WIZ);
2252 * because arch_blocked (now ob_blocked) needs to know the movement type 1981 * because arch_blocked (now ob_blocked) needs to know the movement type
2253 * to know if the space in question will block the object. We can't use 1982 * to know if the space in question will block the object. We can't use
2254 * the archetype because that isn't correct if the monster has been 1983 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc. 1984 * customized, changed states, etc.
2256 */ 1985 */
2257
2258int 1986int
2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1987find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2260{ 1988{
2261 int
2262 i,
2263 index = 0, flag; 1989 int index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 1990 int altern[SIZEOFFREE];
2266 1991
2267 for (i = start; i < stop; i++) 1992 for (int i = start; i < stop; i++)
2268 { 1993 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1994 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2270 if (!flag) 1995 if (!flag)
2271 altern[index++] = i; 1996 altern [index++] = i;
2272 1997
2273 /* Basically, if we find a wall on a space, we cut down the search size. 1998 /* Basically, if we find a wall on a space, we cut down the search size.
2274 * In this way, we won't return spaces that are on another side of a wall. 1999 * In this way, we won't return spaces that are on another side of a wall.
2275 * This mostly work, but it cuts down the search size in all directions - 2000 * This mostly work, but it cuts down the search size in all directions -
2276 * if the space being examined only has a wall to the north and empty 2001 * if the space being examined only has a wall to the north and empty
2277 * spaces in all the other directions, this will reduce the search space 2002 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and 2003 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 2004 * won't look 2 spaces south of the target space.
2280 */ 2005 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2006 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2282 stop = maxfree[i]; 2007 stop = maxfree[i];
2283 } 2008 }
2009
2284 if (!index) 2010 if (!index)
2285 return -1; 2011 return -1;
2012
2286 return altern[RANDOM () % index]; 2013 return altern [rndm (index)];
2287} 2014}
2288 2015
2289/* 2016/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 2017 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 2018 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice. 2019 * But it will return the first available spot, not a random choice.
2293 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2020 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */ 2021 */
2295
2296int 2022int
2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2023find_first_free_spot (const object *ob, maptile *m, int x, int y)
2298{ 2024{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2025 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2026 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2305 return i; 2027 return i;
2306 } 2028
2307 return -1; 2029 return -1;
2308} 2030}
2309 2031
2310/* 2032/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2033 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2034 * arr[begin..end-1].
2035 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2036 */
2314static void 2037static void
2315permute (int *arr, int begin, int end) 2038permute (int *arr, int begin, int end)
2316{ 2039{
2317 int 2040 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2041 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2042
2328 tmp = arr[i]; 2043 while (--end)
2329 arr[i] = arr[j]; 2044 swap (arr [end], arr [rndm (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2045}
2333 2046
2334/* new function to make monster searching more efficient, and effective! 2047/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2048 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2049 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2052 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2053 */
2341void 2054void
2342get_search_arr (int *search_arr) 2055get_search_arr (int *search_arr)
2343{ 2056{
2344 int 2057 int i;
2345 i;
2346 2058
2347 for (i = 0; i < SIZEOFFREE; i++) 2059 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2060 search_arr[i] = i;
2350 }
2351 2061
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2062 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2063 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2064 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2065}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2074 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2075 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2076 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2077 * there is capable of.
2368 */ 2078 */
2369
2370int 2079int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2080find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2081{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2082 int i, max = SIZEOFFREE, mflags;
2376 sint16 2083
2377 nx, 2084 sint16 nx, ny;
2378 ny;
2379 object * 2085 object *tmp;
2380 tmp; 2086 maptile *mp;
2381 mapstruct * 2087
2382 mp; 2088 MoveType blocked, move_type;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2089
2387 if (exclude && exclude->head) 2090 if (exclude && exclude->head)
2388 { 2091 {
2389 exclude = exclude->head; 2092 exclude = exclude->head;
2390 move_type = exclude->move_type; 2093 move_type = exclude->move_type;
2400 mp = m; 2103 mp = m;
2401 nx = x + freearr_x[i]; 2104 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2105 ny = y + freearr_y[i];
2403 2106
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2107 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2108
2405 if (mflags & P_OUT_OF_MAP) 2109 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2110 max = maxfree[i];
2408 }
2409 else 2111 else
2410 { 2112 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2113 mapspace &ms = mp->at (nx, ny);
2114
2115 blocked = ms.move_block;
2412 2116
2413 if ((move_type & blocked) == move_type) 2117 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2118 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2119 else if (mflags & P_IS_ALIVE)
2418 { 2120 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2121 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2122 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2123 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break; 2124 break;
2424 } 2125
2425 }
2426 if (tmp) 2126 if (tmp)
2427 {
2428 return freedir[i]; 2127 return freedir[i];
2429 }
2430 } 2128 }
2431 } 2129 }
2432 } 2130 }
2131
2433 return 0; 2132 return 0;
2434} 2133}
2435 2134
2436/* 2135/*
2437 * distance(object 1, object 2) will return the square of the 2136 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2137 * distance between the two given objects.
2439 */ 2138 */
2440
2441int 2139int
2442distance (const object *ob1, const object *ob2) 2140distance (const object *ob1, const object *ob2)
2443{ 2141{
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2142 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449} 2143}
2450 2144
2451/* 2145/*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which 2146 * find_dir_2(delta-x,delta-y) will return a direction in which
2453 * an object which has subtracted the x and y coordinates of another 2147 * an object which has subtracted the x and y coordinates of another
2454 * object, needs to travel toward it. 2148 * object, needs to travel toward it.
2455 */ 2149 */
2456
2457int 2150int
2458find_dir_2 (int x, int y) 2151find_dir_2 (int x, int y)
2459{ 2152{
2460 int 2153 int q;
2461 q;
2462 2154
2463 if (y) 2155 if (y)
2464 q = x * 100 / y; 2156 q = x * 100 / y;
2465 else if (x) 2157 else if (x)
2466 q = -300 * x; 2158 q = -300 * x;
2491 2183
2492 return 3; 2184 return 3;
2493} 2185}
2494 2186
2495/* 2187/*
2496 * absdir(int): Returns a number between 1 and 8, which represent
2497 * the "absolute" direction of a number (it actually takes care of
2498 * "overflow" in previous calculations of a direction).
2499 */
2500
2501int
2502absdir (int d)
2503{
2504 while (d < 1)
2505 d += 8;
2506 while (d > 8)
2507 d -= 8;
2508 return d;
2509}
2510
2511/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2513 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2514 */ 2190 */
2515
2516int 2191int
2517dirdiff (int dir1, int dir2) 2192dirdiff (int dir1, int dir2)
2518{ 2193{
2519 int 2194 int d;
2520 d;
2521 2195
2522 d = abs (dir1 - dir2); 2196 d = abs (dir1 - dir2);
2523 if (d > 4) 2197 if (d > 4)
2524 d = 8 - d; 2198 d = 8 - d;
2199
2525 return d; 2200 return d;
2526} 2201}
2527 2202
2528/* peterm: 2203/* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2204 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2532 * This basically means that if direction is 15, then it could either go 2207 * This basically means that if direction is 15, then it could either go
2533 * direction 4, 14, or 16 to get back to where we are. 2208 * direction 4, 14, or 16 to get back to where we are.
2534 * Moved from spell_util.c to object.c with the other related direction 2209 * Moved from spell_util.c to object.c with the other related direction
2535 * functions. 2210 * functions.
2536 */ 2211 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2212int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2213 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2214 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2215 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2216 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2217 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2265 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2266 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2267 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2268 * Modified to be map tile aware -.MSW
2596 */ 2269 */
2597
2598
2599int 2270int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2271can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2272{
2602 sint16 2273 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2274 int mflags;
2607 2275
2608 if (dir < 0) 2276 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2277 return 0; /* exit condition: invalid direction */
2610 2278
2611 dx = x + freearr_x[dir]; 2279 dx = x + freearr_x[dir];
2624 return 0; 2292 return 0;
2625 2293
2626 /* yes, can see. */ 2294 /* yes, can see. */
2627 if (dir < 9) 2295 if (dir < 9)
2628 return 1; 2296 return 1;
2297
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2298 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2299 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2300 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2301}
2632
2633
2634 2302
2635/* 2303/*
2636 * can_pick(picker, item): finds out if an object is possible to be 2304 * can_pick(picker, item): finds out if an object is possible to be
2637 * picked up by the picker. Returnes 1 if it can be 2305 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2306 * picked up, otherwise 0.
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2319 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2320}
2653 2321
2654
2655/* 2322/*
2656 * create clone from object to another 2323 * create clone from object to another
2657 */ 2324 */
2658object * 2325object *
2659object_create_clone (object *asrc) 2326object_create_clone (object *asrc)
2660{ 2327{
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item; 2328 object *dst = 0, *tmp, *src, *part, *prev, *item;
2663 2329
2664 if (!asrc) 2330 if (!asrc)
2665 return NULL; 2331 return 0;
2332
2666 src = asrc; 2333 src = asrc;
2667 if (src->head) 2334 if (src->head)
2668 src = src->head; 2335 src = src->head;
2669 2336
2670 prev = NULL; 2337 prev = 0;
2671 for (part = src; part; part = part->more) 2338 for (part = src; part; part = part->more)
2672 { 2339 {
2673 tmp = get_object (); 2340 tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x; 2341 tmp->x -= src->x;
2676 tmp->y -= src->y; 2342 tmp->y -= src->y;
2343
2677 if (!part->head) 2344 if (!part->head)
2678 { 2345 {
2679 dst = tmp; 2346 dst = tmp;
2680 tmp->head = NULL; 2347 tmp->head = 0;
2681 } 2348 }
2682 else 2349 else
2683 {
2684 tmp->head = dst; 2350 tmp->head = dst;
2685 } 2351
2686 tmp->more = NULL; 2352 tmp->more = 0;
2353
2687 if (prev) 2354 if (prev)
2688 prev->more = tmp; 2355 prev->more = tmp;
2356
2689 prev = tmp; 2357 prev = tmp;
2690 } 2358 }
2691 2359
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2360 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2362
2698 return dst; 2363 return dst;
2699}
2700
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */
2721
2722object *
2723load_object_str (const char *obstr)
2724{
2725 object *
2726 op;
2727 char
2728 filename[MAX_BUF];
2729
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731
2732 FILE *
2733 tempfile = fopen (filename, "w");
2734
2735 if (tempfile == NULL)
2736 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL;
2739 };
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer
2746 thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2364}
2756 2365
2757/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2367 * has the same type and subtype match.
2759 * returns NULL if no match. 2368 * returns NULL if no match.
2760 */ 2369 */
2761object * 2370object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2371find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2372{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2373 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2374 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2375 return tmp;
2770 2376
2771 return NULL; 2377 return 0;
2772} 2378}
2773 2379
2774/* If ob has a field named key, return the link from the list, 2380/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2381 * otherwise return NULL.
2776 * 2382 *
2778 * do the desired thing. 2384 * do the desired thing.
2779 */ 2385 */
2780key_value * 2386key_value *
2781get_ob_key_link (const object *ob, const char *key) 2387get_ob_key_link (const object *ob, const char *key)
2782{ 2388{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2389 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2390 if (link->key == key)
2789 {
2790 return link; 2391 return link;
2791 }
2792 }
2793 2392
2794 return NULL; 2393 return 0;
2795} 2394}
2796 2395
2797/* 2396/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2397 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2398 *
2802 * The returned string is shared. 2401 * The returned string is shared.
2803 */ 2402 */
2804const char * 2403const char *
2805get_ob_key_value (const object *op, const char *const key) 2404get_ob_key_value (const object *op, const char *const key)
2806{ 2405{
2807 key_value * 2406 key_value *link;
2808 link; 2407 shstr_cmp canonical_key (key);
2809 const char *
2810 canonical_key;
2811 2408
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL) 2409 if (!canonical_key)
2815 { 2410 {
2816 /* 1. There being a field named key on any object 2411 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find. 2412 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field. 2413 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field. 2414 * 3. Therefore, *this* object doesn't have this field.
2820 */ 2415 */
2821 return NULL; 2416 return 0;
2822 } 2417 }
2823 2418
2824 /* This is copied from get_ob_key_link() above - 2419 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead. 2420 * only 4 lines, and saves the function call overhead.
2826 */ 2421 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2422 for (link = op->key_values; link; link = link->next)
2828 {
2829 if (link->key == canonical_key) 2423 if (link->key == canonical_key)
2830 {
2831 return link->value; 2424 return link->value;
2832 } 2425
2833 }
2834 return NULL; 2426 return 0;
2835} 2427}
2836
2837 2428
2838/* 2429/*
2839 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2840 * 2431 *
2841 * canonical_key is a shared string (value doesn't have to be). 2432 * canonical_key is a shared string (value doesn't have to be).
2846 * Returns TRUE on success. 2437 * Returns TRUE on success.
2847 */ 2438 */
2848int 2439int
2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2440set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{ 2441{
2851 key_value *
2852 field = NULL, *last = NULL; 2442 key_value *field = NULL, *last = NULL;
2853 2443
2854 for (field = op->key_values; field != NULL; field = field->next) 2444 for (field = op->key_values; field != NULL; field = field->next)
2855 { 2445 {
2856 if (field->key != canonical_key) 2446 if (field->key != canonical_key)
2857 { 2447 {
2875 if (last) 2465 if (last)
2876 last->next = field->next; 2466 last->next = field->next;
2877 else 2467 else
2878 op->key_values = field->next; 2468 op->key_values = field->next;
2879 2469
2880 delete
2881 field; 2470 delete field;
2882 } 2471 }
2883 } 2472 }
2884 return TRUE; 2473 return TRUE;
2885 } 2474 }
2886 /* IF we get here, key doesn't exist */ 2475 /* IF we get here, key doesn't exist */
2887 2476
2888 /* No field, we'll have to add it. */ 2477 /* No field, we'll have to add it. */
2889 2478
2890 if (!add_key) 2479 if (!add_key)
2891 {
2892 return FALSE; 2480 return FALSE;
2893 } 2481
2894 /* There isn't any good reason to store a null 2482 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has 2483 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't 2484 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings, 2485 * be here. If user wants to store empty strings,
2898 * should pass in "" 2486 * should pass in ""
2921 * Returns TRUE on success. 2509 * Returns TRUE on success.
2922 */ 2510 */
2923int 2511int
2924set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2512set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925{ 2513{
2926 shstr
2927 key_ (key); 2514 shstr key_ (key);
2928 2515
2929 return set_ob_key_value_s (op, key_, value, add_key); 2516 return set_ob_key_value_s (op, key_, value, add_key);
2930} 2517}
2518
2519object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container)
2521{
2522 while (item->inv)
2523 item = item->inv;
2524}
2525
2526void
2527object::depth_iterator::next ()
2528{
2529 if (item->below)
2530 {
2531 item = item->below;
2532
2533 while (item->inv)
2534 item = item->inv;
2535 }
2536 else
2537 item = item->env;
2538}
2539
2540
2541const char *
2542object::flag_desc (char *desc, int len) const
2543{
2544 char *p = desc;
2545 bool first = true;
2546
2547 *p = 0;
2548
2549 for (int i = 0; i < NUM_FLAGS; i++)
2550 {
2551 if (len <= 10) // magic constant!
2552 {
2553 snprintf (p, len, ",...");
2554 break;
2555 }
2556
2557 if (flag [i])
2558 {
2559 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2560 len -= cnt;
2561 p += cnt;
2562 first = false;
2563 }
2564 }
2565
2566 return desc;
2567}
2568
2569// return a suitable string describing an object in enough detail to find it
2570const char *
2571object::debug_desc (char *info) const
2572{
2573 char flagdesc[512];
2574 char info2[256 * 4];
2575 char *p = info;
2576
2577 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2578 count, uuid.seq,
2579 &name,
2580 title ? "\",title:\"" : "",
2581 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type);
2583
2584 if (env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586
2587 if (map)
2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2589
2590 return info;
2591}
2592
2593const char *
2594object::debug_desc () const
2595{
2596 static char info[256 * 4];
2597 return debug_desc (info);
2598}
2599
2600const char *
2601object::debug_desc2 () const
2602{
2603 static char info[256 * 4];
2604 return debug_desc (info);
2605}
2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
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