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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 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
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 <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
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,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 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)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* 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
204 * 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
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (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)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* 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 */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* 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
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* 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
281 * 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
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * 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.
377 */ 361 */
378 362
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
408} 392}
409 393
410/* 394/*
411 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
418 if (op->count == i) 401 ? objects [i]
419 return op; 402 : 0;
420
421 return 0;
422} 403}
423 404
424/* 405/*
425 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
428 */ 409 */
429
430object * 410object *
431find_object_name (const char *str) 411find_object_name (const char *str)
432{ 412{
433 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
434 object *op; 414 object *op;
435 415
436 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
437 if (op->name == str_) 417 if (op->name == str_)
438 break; 418 break;
439 419
440 return op; 420 return op;
441} 421}
484 } 464 }
485 465
486 op->key_values = 0; 466 op->key_values = 0;
487} 467}
488 468
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 469/*
541 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 475 * will point at garbage.
547 */ 476 */
548void 477void
549copy_object (object *op2, object *op) 478object::copy_to (object *dst)
550{ 479{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 482
554 op2->clone (op); 483 *(object_copy *)dst = *this;
555 484
556 if (is_freed) 485 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
558 if (is_removed) 488 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
560 490
561 if (op2->speed < 0) 491 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 493
564 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
565 if (op2->key_values) 495 if (key_values)
566 { 496 {
567 key_value *tail = 0; 497 key_value *tail = 0;
568 key_value *i; 498 key_value *i;
569 499
570 op->key_values = 0; 500 dst->key_values = 0;
571 501
572 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
573 { 503 {
574 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
575 505
576 new_link->next = 0; 506 new_link->next = 0;
577 new_link->key = i->key; 507 new_link->key = i->key;
578 new_link->value = i->value; 508 new_link->value = i->value;
579 509
580 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
581 if (!op->key_values) 511 if (!dst->key_values)
582 { 512 {
583 op->key_values = new_link; 513 dst->key_values = new_link;
584 tail = new_link; 514 tail = new_link;
585 } 515 }
586 else 516 else
587 { 517 {
588 tail->next = new_link; 518 tail->next = new_link;
589 tail = new_link; 519 tail = new_link;
590 } 520 }
591 } 521 }
592 } 522 }
593 523
594 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
595} 533}
596 534
597/* 535/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
601 */ 539 */
602
603void 540void
604update_turn_face (object *op) 541update_turn_face (object *op)
605{ 542{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 544 return;
545
608 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
610} 548}
611 549
612/* 550/*
613 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
616 */ 554 */
617void 555void
618update_ob_speed (object *op) 556object::set_speed (float speed)
619{ 557{
620 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 559 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 561 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 562 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 563
645 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 565
649 if (op->active_next != NULL) 566 if (has_active_speed ())
650 op->active_next->active_prev = op; 567 activate ();
651
652 active_objects = op;
653 }
654 else 568 else
655 { 569 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 570}
679 571
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 572/*
712 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 576 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
719 * 580 *
720 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 582 * current action are:
726 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
731 */ 588 */
732
733void 589void
734update_object (object *op, int action) 590update_object (object *op, int action)
735{ 591{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
738 593
739 if (op == NULL) 594 if (op == NULL)
740 { 595 {
741 /* this should never happen */ 596 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 598 return;
744 } 599 }
745 600
746 if (op->env != NULL) 601 if (op->env)
747 { 602 {
748 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
749 * to do in this case. 604 * to do in this case.
750 */ 605 */
751 return; 606 return;
756 */ 611 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 613 return;
759 614
760 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 617 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 619#ifdef MANY_CORES
765 abort (); 620 abort ();
766#endif 621#endif
767 return; 622 return;
768 } 623 }
769 624
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
777 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
778 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 642 * to have move_allow right now.
802 */ 643 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 646 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 647 }
809 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 650 * that is being removed.
812 */ 651 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 653 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
817 else 656 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 658
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 659 if (op->more)
827 update_object (op->more, action); 660 update_object (op->more, action);
828} 661}
829 662
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first; 663object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853 664
854object::object () 665object::object ()
855{ 666{
856 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
857 668
864 free_key_values (this); 675 free_key_values (this);
865} 676}
866 677
867void object::link () 678void object::link ()
868{ 679{
869 count = ++ob_count;
870 uuid = gen_uuid (); 680 uuid = gen_uuid ();
871 681
872 prev = 0; 682 refcnt_inc ();
873 next = object::first; 683 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 684}
880 685
881void object::unlink () 686void object::unlink ()
882{ 687{
883 if (this == object::first) 688 objects.erase (this);
884 object::first = next; 689 refcnt_dec ();
690}
885 691
886 /* Remove this object from the list of used objects */ 692void
887 if (prev) prev->next = next; 693object::activate ()
888 if (next) next->prev = prev; 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
889 698
890 prev = 0; 699 if (has_active_speed ())
891 next = 0; 700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
892} 796}
893 797
894object *object::create () 798object *object::create ()
895{ 799{
896 object *op = new object; 800 object *op = new object;
897 op->link (); 801 op->link ();
898 return op; 802 return op;
899} 803}
900 804
901/* 805void
902 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 807{
913 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
914 return; 818 return;
915 819
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
917 remove_friendly_object (this);
918 821
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
920 remove_ob (this);
921 823
922 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
923 828
924 // hack to ensure that freed objects still have a valid map 829 // hack to ensure that freed objects still have a valid map
925 { 830 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes 831 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 832
928 if (!freed_map) 833 if (!freed_map)
929 { 834 {
930 freed_map = get_empty_map (3, 3); 835 freed_map = new maptile;
836
931 freed_map->name = "freed objects map"; 837 freed_map->name = "/internal/freed_objects_map";
932 allocate_map (freed_map); 838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
933 } 843 }
934 844
935 map = freed_map; 845 map = freed_map;
936 x = 1; 846 x = 1;
937 y = 1; 847 y = 1;
938 } 848 }
939 849
850 head = 0;
851
940 if (more) 852 if (more)
941 { 853 {
942 more->destroy (destroy_inventory); 854 more->destroy ();
943 more = 0; 855 more = 0;
944 }
945
946 if (inv)
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 } 856 }
987 857
988 // clear those pointers that likely might have circular references to us 858 // clear those pointers that likely might have circular references to us
989 owner = 0; 859 owner = 0;
990 enemy = 0; 860 enemy = 0;
991 attacked_by = 0; 861 attacked_by = 0;
862}
992 863
993 // only relevant for players(?), but make sure of it anyways 864void
994 contr = 0; 865object::destroy (bool destroy_inventory)
866{
867 if (destroyed ())
868 return;
995 869
996 /* Remove object from the active list */ 870 if (destroy_inventory)
997 speed = 0; 871 destroy_inv (false);
998 update_ob_speed (this);
999 872
1000 unlink (); 873 attachable::destroy ();
1001
1002 mortals.push_back (this);
1003} 874}
1004 875
1005/* 876/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1008 */ 879 */
1009
1010void 880void
1011sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1012{ 882{
1013 while (op != NULL) 883 while (op != NULL)
1014 { 884 {
1018 op->carrying -= weight; 888 op->carrying -= weight;
1019 op = op->env; 889 op = op->env;
1020 } 890 }
1021} 891}
1022 892
1023/* remove_ob(op): 893/* op->remove ():
1024 * This function removes the object op from the linked list of objects 894 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 895 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 898 * the previous environment.
1029 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1030 */ 900 */
1031
1032void 901void
1033remove_ob (object *op) 902object::remove ()
1034{ 903{
1035 object *tmp, *last = 0; 904 object *tmp, *last = 0;
1036 object *otmp; 905 object *otmp;
1037 906
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1044 return; 908 return;
1045 909
1046 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1047 912
1048 if (op->more != NULL) 913 if (more)
1049 remove_ob (op->more); 914 more->remove ();
1050 915
1051 /* 916 /*
1052 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1053 * inventory. 918 * inventory.
1054 */ 919 */
1055 if (op->env != NULL) 920 if (env)
1056 { 921 {
1057 if (op->nrof) 922 if (nrof)
1058 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1059 else 924 else
1060 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1061 926
1062 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 929 * to save cpu time.
1065 */ 930 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1067 fix_player (otmp); 932 otmp->update_stats ();
1068 933
1069 if (op->above != NULL) 934 if (above)
1070 op->above->below = op->below; 935 above->below = below;
1071 else 936 else
1072 op->env->inv = op->below; 937 env->inv = below;
1073 938
1074 if (op->below != NULL) 939 if (below)
1075 op->below->above = op->above; 940 below->above = above;
1076 941
1077 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1080 */ 945 */
1081 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1082 op->map = op->env->map; 947 map = env->map;
1083 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1084 op->env = NULL; 949 env = 0;
1085 } 950 }
1086 else if (op->map) 951 else if (map)
1087 { 952 {
1088 x = op->x; 953 if (type == PLAYER)
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 } 954 {
1102 955 --map->players;
1103 if (op->map != m) 956 map->touch ();
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */ 957 }
958
959 map->dirty = true;
1110 960
1111 /* link the object above us */ 961 /* link the object above us */
1112 if (op->above) 962 if (above)
1113 op->above->below = op->below; 963 above->below = below;
1114 else 964 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1116 966
1117 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1118 if (op->below) 968 if (below)
1119 op->below->above = op->above; 969 below->above = above;
1120 else 970 else
1121 { 971 {
1122 /* Nothing below, which means we need to relink map object for this space 972 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1124 * evident 974 * evident
1125 */ 975 */
1126 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1127 { 977 {
1128 char *dump = dump_object (op); 978 char *dump = dump_object (this);
1129 LOG (llevError, 979 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 980 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1131 free (dump); 981 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1133 LOG (llevError, "%s\n", dump); 983 LOG (llevError, "%s\n", dump);
1134 free (dump); 984 free (dump);
1135 } 985 }
1136 986
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1138 } 988 }
1139 989
1140 op->above = 0; 990 above = 0;
1141 op->below = 0; 991 below = 0;
1142 992
1143 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1144 return; 994 return;
1145 995
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 997
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1149 { 999 {
1150 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1151 * being removed. 1001 * being removed.
1152 */ 1002 */
1153 1003
1154 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1155 { 1005 {
1156 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1158 * appropriately. 1008 * appropriately.
1159 */ 1009 */
1160 if (tmp->container == op) 1010 if (tmp->container == this)
1161 { 1011 {
1162 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1163 tmp->container = NULL; 1013 tmp->container = 0;
1164 } 1014 }
1165 1015
1166 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1167 } 1018 }
1168 1019
1169 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1170 if (check_walk_off 1021 if (check_walk_off
1171 && ((op->move_type & tmp->move_off) 1022 && ((move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 { 1024 {
1174 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1175 1026
1176 if (op->destroyed ()) 1027 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1029 }
1179 1030
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1182 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1183 tmp->above = NULL; 1034 tmp->above = 0;
1184 1035
1185 last = tmp; 1036 last = tmp;
1186 } 1037 }
1187 1038
1188 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1189 if (last == NULL) 1041 if (!last)
1190 { 1042 map->at (x, y).flags_ = 0;
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else 1043 else
1200 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1201 1045
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1204 } 1048 }
1205} 1049}
1206 1050
1207/* 1051/*
1208 * merge_ob(op,top): 1052 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1217{ 1061{
1218 if (!op->nrof) 1062 if (!op->nrof)
1219 return 0; 1063 return 0;
1220 1064
1221 if (top == NULL) 1065 if (top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1223 1068
1224 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1225 { 1070 {
1226 if (top == op) 1071 if (top == op)
1227 continue; 1072 continue;
1228 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1229 { 1075 {
1230 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1231 1077
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1233 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1234 remove_ob (op); 1080 op->destroy ();
1235 free_object (op);
1236 return top; 1081 return top;
1237 } 1082 }
1238 } 1083 }
1239 1084
1240 return 0; 1085 return 0;
1245 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1246 */ 1091 */
1247object * 1092object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1094{
1250 object *tmp;
1251
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1096 {
1257 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1258 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1259 } 1099 }
1260 1100
1279 * Return value: 1119 * Return value:
1280 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1122 * just 'op' otherwise
1283 */ 1123 */
1284
1285object * 1124object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1126{
1288 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1289 sint16 x, y; 1128 sint16 x, y;
1292 { 1131 {
1293 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL; 1133 return NULL;
1295 } 1134 }
1296 1135
1297 if (m == NULL) 1136 if (!m)
1298 { 1137 {
1299 char *dump = dump_object (op); 1138 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump); 1140 free (dump);
1302 return op; 1141 return op;
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump); 1163 free (dump);
1325 return op; 1164 return op;
1326 } 1165 }
1327 1166
1328 if (op->more != NULL) 1167 if (op->more)
1329 { 1168 {
1330 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1331 1170
1332 object *more = op->more; 1171 object *more = op->more;
1333 1172
1334 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1335 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1338 */ 1177 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map) 1180 else if (!more->map)
1342 { 1181 {
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 { 1189 {
1351 if (!op->head) 1190 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353 1192
1354 return NULL; 1193 return 0;
1355 } 1194 }
1356 } 1195 }
1357 1196
1358 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1198
1366 y = op->y; 1205 y = op->y;
1367 1206
1368 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1369 */ 1208 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1373 { 1212 {
1374 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1214 tmp->destroy ();
1376 free_object (tmp);
1377 } 1215 }
1378 1216
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1219
1394 op->below = originator->below; 1232 op->below = originator->below;
1395 1233
1396 if (op->below) 1234 if (op->below)
1397 op->below->above = op; 1235 op->below->above = op;
1398 else 1236 else
1399 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1400 1238
1401 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1402 originator->below = op; 1240 originator->below = op;
1403 } 1241 }
1404 else 1242 else
1405 { 1243 {
1406 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1408 { 1246 {
1409 object *last = NULL; 1247 object *last = 0;
1410 1248
1411 /* 1249 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1418 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1422 */ 1260 */
1423
1424 while (top != NULL) 1261 while (top)
1425 { 1262 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top; 1264 floor = top;
1428 1265
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1450 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1289 * stacking is a bit odd.
1453 */ 1290 */
1454 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1456 { 1293 {
1457 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1296 break;
1460 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1482 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483 1320
1484 if (op->above) 1321 if (op->above)
1485 op->above->below = op; 1322 op->above->below = op;
1486 1323
1487 op->below = NULL; 1324 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1489 } 1326 }
1490 else 1327 else
1491 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1492 op->above = top->above; 1329 op->above = top->above;
1493 1330
1496 1333
1497 op->below = top; 1334 op->below = top;
1498 top->above = op; 1335 top->above = op;
1499 } 1336 }
1500 1337
1501 if (op->above == NULL) 1338 if (!op->above)
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1503 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1504 1341
1505 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1506 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1507 1350
1508 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1509 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1510 */ 1353 */
1511 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1513 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1514 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1515 1358
1516 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1366 * of effect may be sufficient.
1524 */ 1367 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1527 1370
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1530 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1531 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1533 * 1378 *
1534 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1382 * update_object().
1539 1384
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1542 { 1387 {
1543 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1544 return NULL; 1389 return 0;
1545 1390
1546 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1392 * walk on's.
1548 */ 1393 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1551 return NULL; 1396 return 0;
1552 } 1397 }
1553 1398
1554 return op; 1399 return op;
1555} 1400}
1556 1401
1557/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1560 */ 1405 */
1561void 1406void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1563{ 1408{
1564 object * 1409 object *tmp, *tmp1;
1565 tmp;
1566 object *
1567 tmp1;
1568 1410
1569 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1570 1412
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1574 { 1415 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1416
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1581 1418
1582 tmp1->x = op->x; 1419 tmp1->x = op->x;
1583 tmp1->y = op->y; 1420 tmp1->y = op->y;
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1585} 1428}
1586 1429
1587/* 1430/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array. 1435 * global static errmsg array.
1593 */ 1436 */
1594
1595object * 1437object *
1596get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1597{ 1439{
1598 object * 1440 object *newob;
1599 newob;
1600 int
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1602 1442
1603 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1604 { 1444 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL; 1446 return NULL;
1607 } 1447 }
1608 1448
1609 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1610 1450
1611 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1612 { 1452 orig_ob->destroy (1);
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed) 1453 else if (!is_removed)
1618 { 1454 {
1619 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1641 1477
1642object * 1478object *
1643decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1644{ 1480{
1645 object *tmp; 1481 object *tmp;
1646 player *pl;
1647 1482
1648 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1649 return op; 1484 return op;
1650 1485
1651 if (i > op->nrof) 1486 if (i > op->nrof)
1652 i = op->nrof; 1487 i = op->nrof;
1653 1488
1654 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i; 1490 op->nrof -= i;
1656 else if (op->env != NULL) 1491 else if (op->env)
1657 { 1492 {
1658 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1659 * therein? 1494 * therein?
1660 */ 1495 */
1661 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1662 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player. 1501 * and then searching the map for a player.
1667 */ 1502 */
1668 if (!tmp) 1503 if (!tmp)
1669 { 1504 for_all_players (pl)
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1672 break; 1508 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 } 1509 }
1678 1510
1679 if (i < op->nrof) 1511 if (i < op->nrof)
1680 { 1512 {
1681 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i; 1514 op->nrof -= i;
1683 if (tmp) 1515 if (tmp)
1684 {
1685 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1686 }
1687 } 1517 }
1688 else 1518 else
1689 { 1519 {
1690 remove_ob (op); 1520 op->remove ();
1691 op->nrof = 0; 1521 op->nrof = 0;
1692 if (tmp) 1522 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1695 }
1696 } 1524 }
1697 } 1525 }
1698 else 1526 else
1699 { 1527 {
1700 object *above = op->above; 1528 object *above = op->above;
1701 1529
1702 if (i < op->nrof) 1530 if (i < op->nrof)
1703 op->nrof -= i; 1531 op->nrof -= i;
1704 else 1532 else
1705 { 1533 {
1706 remove_ob (op); 1534 op->remove ();
1707 op->nrof = 0; 1535 op->nrof = 0;
1708 } 1536 }
1709 1537
1710 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1712 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1713 { 1541 {
1714 if (op->nrof) 1542 if (op->nrof)
1715 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1716 else 1544 else
1720 1548
1721 if (op->nrof) 1549 if (op->nrof)
1722 return op; 1550 return op;
1723 else 1551 else
1724 { 1552 {
1725 free_object (op); 1553 op->destroy ();
1726 return NULL; 1554 return 0;
1727 } 1555 }
1728} 1556}
1729 1557
1730/* 1558/*
1731 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1743 op->carrying += weight; 1571 op->carrying += weight;
1744 op = op->env; 1572 op = op->env;
1745 } 1573 }
1746} 1574}
1747 1575
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761
1762object * 1576object *
1763insert_ob_in_ob (object *op, object *where) 1577insert_ob_in_ob (object *op, object *where)
1764{ 1578{
1765 object * 1579 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1580 {
1779 char *dump = dump_object (op); 1581 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1583 free (dump);
1782 return op; 1584 return op;
1783 } 1585 }
1784 1586
1785 if (where->head) 1587 if (where->head)
1786 { 1588 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1590 where = where->head;
1789 } 1591 }
1592
1593 return where->insert (op);
1594}
1595
1596/*
1597 * env->insert (op)
1598 * This function inserts the object op in the linked list
1599 * inside the object environment.
1600 *
1601 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero
1603 */
1604
1605object *
1606object::insert (object *op)
1607{
1608 object *tmp, *otmp;
1609
1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1611 op->remove ();
1790 1612
1791 if (op->more) 1613 if (op->more)
1792 { 1614 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1616 return op;
1796 1618
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1799 if (op->nrof) 1621 if (op->nrof)
1800 { 1622 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1803 { 1625 {
1804 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1627 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1808 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1809 */ 1631 */
1810 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1811 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1812 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1813 op = tmp; 1635 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1815 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break; 1638 break;
1817 } 1639 }
1818 1640
1819 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1820 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1823 * the linking below 1645 * the linking below
1824 */ 1646 */
1825 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1826 } 1648 }
1827 else 1649 else
1828 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1829 1651
1830 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1831 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp); 1655 otmp->update_stats ();
1835 }
1836 1656
1837 op->map = NULL; 1657 op->map = 0;
1838 op->env = where; 1658 op->env = this;
1839 op->above = NULL; 1659 op->above = 0;
1840 op->below = NULL; 1660 op->below = 0;
1841 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1842 1662
1843 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1845 { 1665 {
1846#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1850 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1851 } 1671 }
1852 1672
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1854 * It sure simplifies this function... 1674 * It sure simplifies this function...
1855 */ 1675 */
1856 if (where->inv == NULL) 1676 if (!inv)
1857 where->inv = op; 1677 inv = op;
1858 else 1678 else
1859 { 1679 {
1860 op->below = where->inv; 1680 op->below = inv;
1861 op->below->above = op; 1681 op->below->above = op;
1862 where->inv = op; 1682 inv = op;
1863 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1864 return op; 1687 return op;
1865} 1688}
1866 1689
1867/* 1690/*
1868 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1882 * 1705 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1708 * on top.
1886 */ 1709 */
1887
1888int 1710int
1889check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1890{ 1712{
1891 object *tmp; 1713 object *tmp;
1892 maptile *m = op->map; 1714 maptile *m = op->map;
1919 1741
1920 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1922 */ 1744 */
1923 1745
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1925 { 1747 {
1926 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them. 1750 * we don't need to check all of them.
1929 */ 1751 */
1984/* 1806/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
1988 */ 1810 */
1989
1990object * 1811object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1813{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
1997 { 1815 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1817 return NULL;
2000 } 1818 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2002 if (tmp->arch == at) 1821 if (tmp->arch == at)
2003 return tmp; 1822 return tmp;
1823
2004 return NULL; 1824 return NULL;
2005} 1825}
2006 1826
2007/* 1827/*
2008 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2011 */ 1831 */
2012
2013object * 1832object *
2014present (unsigned char type, maptile *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2015{ 1834{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2020 { 1836 {
2021 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1838 return NULL;
2023 } 1839 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1842 if (tmp->type == type)
2026 return tmp; 1843 return tmp;
1844
2027 return NULL; 1845 return NULL;
2028} 1846}
2029 1847
2030/* 1848/*
2031 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2034 */ 1852 */
2035
2036object * 1853object *
2037present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2038{ 1855{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1857 if (tmp->type == type)
2044 return tmp; 1858 return tmp;
1859
2045 return NULL; 1860 return NULL;
2046} 1861}
2047 1862
2048/* 1863/*
2049 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1875 * to be unique.
2061 */ 1876 */
2062
2063object * 1877object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1879{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1882 return tmp;
2073 } 1883
2074 return NULL; 1884 return 0;
2075} 1885}
2076 1886
2077/* 1887/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2081 */ 1891 */
2082
2083object * 1892object *
2084present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2085{ 1894{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 if (tmp->arch == at) 1896 if (tmp->arch == at)
2091 return tmp; 1897 return tmp;
1898
2092 return NULL; 1899 return NULL;
2093} 1900}
2094 1901
2095/* 1902/*
2096 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2097 */ 1904 */
2098void 1905void
2099flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2100{ 1907{
2101 object *
2102 tmp;
2103
2104 if (op->inv) 1908 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 { 1910 {
2107 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2109 } 1913 }
2110} /* 1914}
1915
1916/*
2111 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2112 */ 1918 */
2113void 1919void
2114unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2115{ 1921{
2116 object *
2117 tmp;
2118
2119 if (op->inv) 1922 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 { 1924 {
2122 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2124 } 1927 }
2125} 1928}
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2132 */ 1935 */
2133
2134void 1936void
2135set_cheat (object *op) 1937set_cheat (object *op)
2136{ 1938{
2137 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 1962 * customized, changed states, etc.
2161 */ 1963 */
2162
2163int 1964int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 1966{
2166 int
2167 i,
2168 index = 0, flag; 1967 int index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2171 1969
2172 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2173 { 1971 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2175 if (!flag) 1973 if (!flag)
2176 altern[index++] = i; 1974 altern [index++] = i;
2177 1975
2178 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2185 */ 1983 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2187 stop = maxfree[i]; 1985 stop = maxfree[i];
2188 } 1986 }
1987
2189 if (!index) 1988 if (!index)
2190 return -1; 1989 return -1;
1990
2191 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2192} 1992}
2193 1993
2194/* 1994/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 1999 */
2200
2201int 2000int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2002{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2005 return i;
2211 } 2006
2212 return -1; 2007 return -1;
2213} 2008}
2214 2009
2215/* 2010/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2014 */
2219static void 2015static void
2220permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2221{ 2017{
2222 int 2018 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2019 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2020
2233 tmp = arr[i]; 2021 while (--end)
2234 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2023}
2238 2024
2239/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2031 */
2246void 2032void
2247get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2248{ 2034{
2249 int 2035 int i;
2250 i;
2251 2036
2252 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2038 search_arr[i] = i;
2255 }
2256 2039
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2043}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2055 * there is capable of.
2273 */ 2056 */
2274
2275int 2057int
2276find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2059{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2281 2061
2282 sint16 nx, ny; 2062 sint16 nx, ny;
2283 object * 2063 object *tmp;
2284 tmp;
2285 maptile * 2064 maptile *mp;
2286 mp;
2287 2065
2288 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2289 2067
2290 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2291 { 2069 {
2303 mp = m; 2081 mp = m;
2304 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2306 2084
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2308 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2088 max = maxfree[i];
2311 }
2312 else 2089 else
2313 { 2090 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2315 2094
2316 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i]; 2096 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2321 { 2098 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2323 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2326 break; 2102 break;
2327 } 2103
2328 }
2329 if (tmp) 2104 if (tmp)
2330 {
2331 return freedir[i]; 2105 return freedir[i];
2332 }
2333 } 2106 }
2334 } 2107 }
2335 } 2108 }
2109
2336 return 0; 2110 return 0;
2337} 2111}
2338 2112
2339/* 2113/*
2340 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2115 * distance between the two given objects.
2342 */ 2116 */
2343
2344int 2117int
2345distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2346{ 2119{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2121}
2353 2122
2354/* 2123/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2358 */ 2127 */
2359
2360int 2128int
2361find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2362{ 2130{
2363 int 2131 int q;
2364 q;
2365 2132
2366 if (y) 2133 if (y)
2367 q = x * 100 / y; 2134 q = x * 100 / y;
2368 else if (x) 2135 else if (x)
2369 q = -300 * x; 2136 q = -300 * x;
2404int 2171int
2405absdir (int d) 2172absdir (int d)
2406{ 2173{
2407 while (d < 1) 2174 while (d < 1)
2408 d += 8; 2175 d += 8;
2176
2409 while (d > 8) 2177 while (d > 8)
2410 d -= 8; 2178 d -= 8;
2179
2411 return d; 2180 return d;
2412} 2181}
2413 2182
2414/* 2183/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2417 */ 2186 */
2418 2187
2419int 2188int
2420dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2421{ 2190{
2422 int 2191 int d;
2423 d;
2424 2192
2425 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2426 if (d > 4) 2194 if (d > 4)
2427 d = 8 - d; 2195 d = 8 - d;
2196
2428 return d; 2197 return d;
2429} 2198}
2430 2199
2431/* peterm: 2200/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2207 * functions.
2439 */ 2208 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2264 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2499 */ 2266 */
2500
2501
2502int 2267int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2269{
2505 sint16 dx, dy; 2270 sint16 dx, dy;
2506 int
2507 mflags; 2271 int mflags;
2508 2272
2509 if (dir < 0) 2273 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2511 2275
2512 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2525 return 0; 2289 return 0;
2526 2290
2527 /* yes, can see. */ 2291 /* yes, can see. */
2528 if (dir < 9) 2292 if (dir < 9)
2529 return 1; 2293 return 1;
2294
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2298}
2533
2534
2535 2299
2536/* 2300/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553} 2317}
2554 2318
2555
2556/* 2319/*
2557 * create clone from object to another 2320 * create clone from object to another
2558 */ 2321 */
2559object * 2322object *
2560object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2561{ 2324{
2562 object *
2563 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2564 2326
2565 if (!asrc) 2327 if (!asrc)
2566 return NULL; 2328 return 0;
2329
2567 src = asrc; 2330 src = asrc;
2568 if (src->head) 2331 if (src->head)
2569 src = src->head; 2332 src = src->head;
2570 2333
2571 prev = NULL; 2334 prev = 0;
2572 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2573 { 2336 {
2574 tmp = get_object (); 2337 tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x; 2338 tmp->x -= src->x;
2577 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2578 if (!part->head) 2341 if (!part->head)
2579 { 2342 {
2580 dst = tmp; 2343 dst = tmp;
2581 tmp->head = NULL; 2344 tmp->head = 0;
2582 } 2345 }
2583 else 2346 else
2584 {
2585 tmp->head = dst; 2347 tmp->head = dst;
2586 } 2348
2587 tmp->more = NULL; 2349 tmp->more = 0;
2350
2588 if (prev) 2351 if (prev)
2589 prev->more = tmp; 2352 prev->more = tmp;
2353
2590 prev = tmp; 2354 prev = tmp;
2591 } 2355 }
2592 2356
2593 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2600/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2605
2606object * 2369object *
2607load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2608{ 2371{
2609 object *op; 2372 object *op;
2610 char filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2620 } 2383 }
2621 2384
2622 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2623 fclose (tempfile); 2386 fclose (tempfile);
2624 2387
2625 op = get_object (); 2388 op = object::create ();
2626 2389
2627 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2628 2391
2629 if (thawer) 2392 if (thawer)
2630 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2640 * returns NULL if no match. 2403 * returns NULL if no match.
2641 */ 2404 */
2642object * 2405object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2407{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2410 return tmp;
2650 2411
2651 return NULL; 2412 return 0;
2652} 2413}
2653 2414
2654/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL. 2416 * otherwise return NULL.
2656 * 2417 *
2658 * do the desired thing. 2419 * do the desired thing.
2659 */ 2420 */
2660key_value * 2421key_value *
2661get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2662{ 2423{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2666 if (link->key == key) 2425 if (link->key == key)
2667 return link; 2426 return link;
2668 2427
2669 return NULL; 2428 return 0;
2670} 2429}
2671 2430
2672/* 2431/*
2673 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2674 * 2433 *
2714 * Returns TRUE on success. 2473 * Returns TRUE on success.
2715 */ 2474 */
2716int 2475int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2477{
2719 key_value *
2720 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2721 2479
2722 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2723 { 2481 {
2724 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2725 { 2483 {
2753 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2754 2512
2755 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2756 2514
2757 if (!add_key) 2515 if (!add_key)
2758 {
2759 return FALSE; 2516 return FALSE;
2760 } 2517
2761 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2765 * should pass in "" 2522 * should pass in ""
2814 } 2571 }
2815 else 2572 else
2816 item = item->env; 2573 item = item->env;
2817} 2574}
2818 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2819// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2820const char * 2606const char *
2821object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2822{ 2608{
2609 char flagdesc[512];
2823 char info2[256 * 3]; 2610 char info2[256 * 4];
2824 char *p = info; 2611 char *p = info;
2825 2612
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2827 count, 2614 count, uuid.seq,
2828 &name, 2615 &name,
2829 title ? " " : "", 2616 title ? "\",title:" : "",
2830 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2831 2619
2832 if (env) 2620 if (env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2622
2835 if (map) 2623 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2625
2838 return info; 2626 return info;
2839} 2627}
2840 2628
2841const char * 2629const char *
2842object::debug_desc () const 2630object::debug_desc () const
2843{ 2631{
2844 static char info[256 * 3]; 2632 static char info[256 * 4];
2845 return debug_desc (info); 2633 return debug_desc (info);
2846} 2634}
2847 2635

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