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Comparing deliantra/server/common/object.C (file contents):
Revision 1.51 by root, Sun Sep 17 16:21:53 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 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 226 || 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) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || 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)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
279 276
280 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
282 * check? 279 * check?
283 */ 280 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 282 return 0;
286 283
287 switch (ob1->type) 284 switch (ob1->type)
288 { 285 {
289 case SCROLL: 286 case SCROLL:
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
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. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
377 */ 359 */
378 360
379void 361char *
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 362dump_object (object *op)
435{ 363{
436 if (op == NULL) 364 if (!op)
437 { 365 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 366
445void 367 object_freezer freezer;
446dump_all_objects (void) 368 save_object (freezer, op, 1);
447{ 369 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 370}
456 371
457/* 372/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
479 */ 394 */
480 395
481object * 396object *
482find_object (tag_t i) 397find_object (tag_t i)
483{ 398{
484 object *op;
485
486 for (op = object::first; op != NULL; op = op->next) 399 for (object *op = object::first; op; op = op->next)
487 if (op->count == i) 400 if (op->count == i)
488 break; 401 return op;
489 402
490 return op; 403 return 0;
491} 404}
492 405
493/* 406/*
494 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
664} 535}
665 536
666/* 537/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate ();
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 572}
748 573
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897} 663}
898 664
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first; 665object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922 666
923object::object () 667object::object ()
924{ 668{
925 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
926 670
958 702
959 prev = 0; 703 prev = 0;
960 next = 0; 704 next = 0;
961} 705}
962 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
963object *object::create () 841object *object::create ()
964{ 842{
965 object *op = new object; 843 object *op = new object;
966 op->link (); 844 op->link ();
967 return op; 845 return op;
968} 846}
969 847
970/* 848void
971 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 850{
982 if (QUERY_FLAG (this, FLAG_FREED)) 851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
983 return; 861 return;
984 862
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 863 set_speed (0);
986 remove_friendly_object (this);
987 864
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 flag [FLAG_FREED] = 1;
989 remove_ob (this);
990 866
991 SET_FLAG (this, FLAG_FREED); 867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
992 894
993 if (more) 895 if (more)
994 { 896 {
995 more->free (free_inventory); 897 more->destroy ();
996 more = 0; 898 more = 0;
997 }
998
999 if (inv)
1000 {
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008
1009 while (op)
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 } 899 }
1040 900
1041 // clear those pointers that likely might have circular references to us 901 // clear those pointers that likely might have circular references to us
1042 owner = 0; 902 owner = 0;
1043 enemy = 0; 903 enemy = 0;
1044 attacked_by = 0; 904 attacked_by = 0;
1045 905
1046 /* Remove object from the active list */ 906 // only relevant for players(?), but make sure of it anyways
1047 speed = 0; 907 contr = 0;
1048 update_ob_speed (this); 908}
1049 909
1050 unlink (); 910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
1051 915
1052 mortals.push_back (this); 916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
1053} 920}
1054 921
1055/* 922/*
1056 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1058 */ 925 */
1059
1060void 926void
1061sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1062{ 928{
1063 while (op != NULL) 929 while (op != NULL)
1064 { 930 {
1068 op->carrying -= weight; 934 op->carrying -= weight;
1069 op = op->env; 935 op = op->env;
1070 } 936 }
1071} 937}
1072 938
1073/* remove_ob(op): 939/* op->remove ():
1074 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 944 * the previous environment.
1079 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1080 */ 946 */
1081
1082void 947void
1083remove_ob (object *op) 948object::remove ()
1084{ 949{
1085 object *tmp, *last = 0; 950 object *tmp, *last = 0;
1086 object *otmp; 951 object *otmp;
1087 952
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1094 return; 954 return;
1095 955
1096 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1097 958
1098 if (op->more != NULL) 959 if (more)
1099 remove_ob (op->more); 960 more->remove ();
1100 961
1101 /* 962 /*
1102 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1103 * inventory. 964 * inventory.
1104 */ 965 */
1105 if (op->env != NULL) 966 if (env)
1106 { 967 {
1107 if (op->nrof) 968 if (nrof)
1108 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1109 else 970 else
1110 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1111 972
1112 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1113 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 975 * to save cpu time.
1115 */ 976 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp); 978 otmp->update_stats ();
1118 979
1119 if (op->above != NULL) 980 if (above)
1120 op->above->below = op->below; 981 above->below = below;
1121 else 982 else
1122 op->env->inv = op->below; 983 env->inv = below;
1123 984
1124 if (op->below != NULL) 985 if (below)
1125 op->below->above = op->above; 986 below->above = above;
1126 987
1127 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1130 */ 991 */
1131 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1132 op->map = op->env->map; 993 map = env->map;
1133 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1134 op->env = NULL; 995 env = 0;
1135 } 996 }
1136 else if (op->map) 997 else if (map)
1137 { 998 {
1138 x = op->x; 999 if (type == PLAYER)
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 } 1000 {
1152 1001 --map->players;
1153 if (op->map != m) 1002 map->touch ();
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */ 1003 }
1004
1005 map->dirty = true;
1160 1006
1161 /* link the object above us */ 1007 /* link the object above us */
1162 if (op->above) 1008 if (above)
1163 op->above->below = op->below; 1009 above->below = below;
1164 else 1010 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1166 1012
1167 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1168 if (op->below) 1014 if (below)
1169 op->below->above = op->above; 1015 below->above = above;
1170 else 1016 else
1171 { 1017 {
1172 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1174 * evident 1020 * evident
1175 */ 1021 */
1176 if (GET_MAP_OB (m, x, y) != op) 1022 if (GET_MAP_OB (map, x, y) != this)
1177 { 1023 {
1178 dump_object (op); 1024 char *dump = dump_object (this);
1179 LOG (llevError, 1025 LOG (llevError,
1180 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1026 "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);
1027 free (dump);
1181 dump_object (GET_MAP_OB (m, x, y)); 1028 dump = dump_object (GET_MAP_OB (map, x, y));
1182 LOG (llevError, "%s\n", errmsg); 1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1183 } 1031 }
1184 1032
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1033 map->at (x, y).bot = above; /* goes on above it. */
1186 } 1034 }
1187 1035
1188 op->above = 0; 1036 above = 0;
1189 op->below = 0; 1037 below = 0;
1190 1038
1191 if (op->map->in_memory == MAP_SAVING) 1039 if (map->in_memory == MAP_SAVING)
1192 return; 1040 return;
1193 1041
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 1043
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1197 { 1045 {
1198 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1199 * being removed. 1047 * being removed.
1200 */ 1048 */
1201 1049
1202 if (tmp->type == PLAYER && tmp != op) 1050 if (tmp->type == PLAYER && tmp != this)
1203 { 1051 {
1204 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1206 * appropriately. 1054 * appropriately.
1207 */ 1055 */
1208 if (tmp->container == op) 1056 if (tmp->container == this)
1209 { 1057 {
1210 CLEAR_FLAG (op, FLAG_APPLIED); 1058 flag [FLAG_APPLIED] = 0;
1211 tmp->container = NULL; 1059 tmp->container = 0;
1212 } 1060 }
1213 1061
1214 tmp->contr->socket.update_look = 1; 1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1215 } 1064 }
1216 1065
1217 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1218 if (check_walk_off 1067 if (check_walk_off
1219 && ((op->move_type & tmp->move_off) 1068 && ((move_type & tmp->move_off)
1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1221 { 1070 {
1222 move_apply (tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1223 1072
1224 if (op->destroyed ()) 1073 if (destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 } 1075 }
1227 1076
1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1229 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1230 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1231 tmp->above = NULL; 1080 tmp->above = 0;
1232 1081
1233 last = tmp; 1082 last = tmp;
1234 } 1083 }
1235 1084
1236 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1237 if (last == NULL) 1087 if (!last)
1238 { 1088 map->at (x, y).flags_ = 0;
1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1241 * those out anyways, and if there are any flags set right now, they won't
1242 * be correct anyways.
1243 */
1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1245 update_position (op->map, op->x, op->y);
1246 }
1247 else 1089 else
1248 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1249 1091
1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1251 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1252 } 1094 }
1253} 1095}
1254 1096
1255/* 1097/*
1256 * merge_ob(op,top): 1098 * merge_ob(op,top):
1264merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1265{ 1107{
1266 if (!op->nrof) 1108 if (!op->nrof)
1267 return 0; 1109 return 0;
1268 1110
1269 if (top == NULL) 1111 if (top)
1270 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1271 1114
1272 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1273 { 1116 {
1274 if (top == op) 1117 if (top == op)
1275 continue; 1118 continue;
1276 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1277 { 1121 {
1278 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1279 1123
1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1281 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1282 remove_ob (op); 1126 op->destroy ();
1283 free_object (op);
1284 return top; 1127 return top;
1285 } 1128 }
1286 } 1129 }
1287 1130
1288 return 0; 1131 return 0;
1293 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1294 */ 1137 */
1295object * 1138object *
1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{ 1140{
1298 object *tmp;
1299
1300 if (op->head)
1301 op = op->head;
1302
1303 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1304 { 1142 {
1305 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1306 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1307 } 1145 }
1308 1146
1327 * Return value: 1165 * Return value:
1328 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1329 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1330 * just 'op' otherwise 1168 * just 'op' otherwise
1331 */ 1169 */
1332
1333object * 1170object *
1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335{ 1172{
1336 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1337 sint16 x, y; 1174 sint16 x, y;
1340 { 1177 {
1341 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL; 1179 return NULL;
1343 } 1180 }
1344 1181
1345 if (m == NULL) 1182 if (!m)
1346 { 1183 {
1347 dump_object (op); 1184 char *dump = dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1349 return op; 1187 return op;
1350 } 1188 }
1351 1189
1352 if (out_of_map (m, op->x, op->y)) 1190 if (out_of_map (m, op->x, op->y))
1353 { 1191 {
1354 dump_object (op); 1192 char *dump = dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1356#ifdef MANY_CORES 1194#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted. 1197 * improperly inserted.
1360 */ 1198 */
1361 abort (); 1199 abort ();
1362#endif 1200#endif
1201 free (dump);
1363 return op; 1202 return op;
1364 } 1203 }
1365 1204
1366 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 { 1206 {
1368 dump_object (op); 1207 char *dump = dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1370 return op; 1210 return op;
1371 } 1211 }
1372 1212
1373 if (op->more != NULL) 1213 if (op->more)
1374 { 1214 {
1375 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1376 1216
1377 object *more = op->more; 1217 object *more = op->more;
1378 1218
1379 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1380 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1383 */ 1223 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map) 1226 else if (!more->map)
1387 { 1227 {
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 { 1235 {
1396 if (!op->head) 1236 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398 1238
1399 return NULL; 1239 return 0;
1400 } 1240 }
1401 } 1241 }
1402 1242
1403 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1404 1244
1411 y = op->y; 1251 y = op->y;
1412 1252
1413 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1414 */ 1254 */
1415 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1418 { 1258 {
1419 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1420 remove_ob (tmp); 1260 tmp->destroy ();
1421 free_object (tmp);
1422 } 1261 }
1423 1262
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426 1265
1439 op->below = originator->below; 1278 op->below = originator->below;
1440 1279
1441 if (op->below) 1280 if (op->below)
1442 op->below->above = op; 1281 op->below->above = op;
1443 else 1282 else
1444 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1445 1284
1446 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1447 originator->below = op; 1286 originator->below = op;
1448 } 1287 }
1449 else 1288 else
1450 { 1289 {
1451 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 { 1292 {
1454 object *last = NULL; 1293 object *last = 0;
1455 1294
1456 /* 1295 /*
1457 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1463 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1467 */ 1306 */
1468
1469 while (top != NULL) 1307 while (top)
1470 { 1308 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top; 1310 floor = top;
1473 1311
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1495 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd. 1335 * stacking is a bit odd.
1498 */ 1336 */
1499 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1501 { 1339 {
1502 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break; 1342 break;
1505 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1527 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1528 1366
1529 if (op->above) 1367 if (op->above)
1530 op->above->below = op; 1368 op->above->below = op;
1531 1369
1532 op->below = NULL; 1370 op->below = 0;
1533 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1534 } 1372 }
1535 else 1373 else
1536 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1537 op->above = top->above; 1375 op->above = top->above;
1538 1376
1541 1379
1542 op->below = top; 1380 op->below = top;
1543 top->above = op; 1381 top->above = op;
1544 } 1382 }
1545 1383
1546 if (op->above == NULL) 1384 if (!op->above)
1547 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1548 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1549 1387
1550 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1551 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1552 1396
1553 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1554 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1555 */ 1399 */
1556 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1401 if (object *pl = op->ms ().player ())
1558 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1559 tmp->contr->socket.update_look = 1; 1403 pl->contr->ns->floorbox_update ();
1560 1404
1561 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1568 * of effect may be sufficient. 1412 * of effect may be sufficient.
1569 */ 1413 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1572 1416
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1575 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1576 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1578 * 1424 *
1579 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object(). 1428 * update_object().
1584 1430
1585 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 { 1433 {
1588 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1589 return NULL; 1435 return 0;
1590 1436
1591 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1592 * walk on's. 1438 * walk on's.
1593 */ 1439 */
1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1595 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1596 return NULL; 1442 return 0;
1597 } 1443 }
1598 1444
1599 return op; 1445 return op;
1600} 1446}
1601 1447
1602/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1603 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1604 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1605 */ 1451 */
1606void 1452void
1607replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1608{ 1454{
1609 object * 1455 object *tmp, *tmp1;
1610 tmp;
1611 object *
1612 tmp1;
1613 1456
1614 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1615 1458
1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1617 {
1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 { 1461 tmp->destroy ();
1620 remove_ob (tmp);
1621 free_object (tmp);
1622 }
1623 }
1624 1462
1625 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1626 1464
1627 tmp1->x = op->x; 1465 tmp1->x = op->x;
1628 tmp1->y = op->y; 1466 tmp1->y = op->y;
1629 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1630} 1474}
1631 1475
1632/* 1476/*
1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1634 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1635 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1636 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1637 * global static errmsg array. 1481 * global static errmsg array.
1638 */ 1482 */
1639
1640object * 1483object *
1641get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1642{ 1485{
1643 object * 1486 object *newob;
1644 newob;
1645 int
1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1647 1488
1648 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1649 { 1490 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL; 1492 return NULL;
1652 } 1493 }
1653 1494
1654 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1655 1496
1656 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1657 { 1498 orig_ob->destroy (1);
1658 if (!is_removed)
1659 remove_ob (orig_ob);
1660 free_object2 (orig_ob, 1);
1661 }
1662 else if (!is_removed) 1499 else if (!is_removed)
1663 { 1500 {
1664 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1665 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1686 1523
1687object * 1524object *
1688decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1689{ 1526{
1690 object *tmp; 1527 object *tmp;
1691 player *pl;
1692 1528
1693 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1694 return op; 1530 return op;
1695 1531
1696 if (i > op->nrof) 1532 if (i > op->nrof)
1697 i = op->nrof; 1533 i = op->nrof;
1698 1534
1699 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i; 1536 op->nrof -= i;
1701 else if (op->env != NULL) 1537 else if (op->env)
1702 { 1538 {
1703 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1704 * therein? 1540 * therein?
1705 */ 1541 */
1706 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1707 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player. 1547 * and then searching the map for a player.
1712 */ 1548 */
1713 if (!tmp) 1549 if (!tmp)
1714 { 1550 for_all_players (pl)
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1717 break; 1554 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 } 1555 }
1723 1556
1724 if (i < op->nrof) 1557 if (i < op->nrof)
1725 { 1558 {
1726 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i; 1560 op->nrof -= i;
1728 if (tmp) 1561 if (tmp)
1729 {
1730 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1731 }
1732 } 1563 }
1733 else 1564 else
1734 { 1565 {
1735 remove_ob (op); 1566 op->remove ();
1736 op->nrof = 0; 1567 op->nrof = 0;
1737 if (tmp) 1568 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1740 }
1741 } 1570 }
1742 } 1571 }
1743 else 1572 else
1744 { 1573 {
1745 object *above = op->above; 1574 object *above = op->above;
1746 1575
1747 if (i < op->nrof) 1576 if (i < op->nrof)
1748 op->nrof -= i; 1577 op->nrof -= i;
1749 else 1578 else
1750 { 1579 {
1751 remove_ob (op); 1580 op->remove ();
1752 op->nrof = 0; 1581 op->nrof = 0;
1753 } 1582 }
1754 1583
1755 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1756 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1757 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1758 { 1587 {
1759 if (op->nrof) 1588 if (op->nrof)
1760 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1761 else 1590 else
1765 1594
1766 if (op->nrof) 1595 if (op->nrof)
1767 return op; 1596 return op;
1768 else 1597 else
1769 { 1598 {
1770 free_object (op); 1599 op->destroy ();
1771 return NULL; 1600 return 0;
1772 } 1601 }
1773} 1602}
1774 1603
1775/* 1604/*
1776 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1788 op->carrying += weight; 1617 op->carrying += weight;
1789 op = op->env; 1618 op = op->env;
1790 } 1619 }
1791} 1620}
1792 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1793/* 1642/*
1794 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1795 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1796 * inside the object environment. 1645 * inside the object environment.
1797 * 1646 *
1798 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1799 * the inventory at the last position or next to other objects of the same
1800 * type.
1801 * Frank: Now sorted by type, archetype and magic!
1802 *
1803 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1804 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1805 */ 1649 */
1806 1650
1807object * 1651object *
1808insert_ob_in_ob (object *op, object *where) 1652object::insert (object *op)
1809{ 1653{
1810 object * 1654 object *tmp, *otmp;
1811 tmp, *
1812 otmp;
1813 1655
1814 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 { 1657 op->remove ();
1816 dump_object (op);
1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1818 return op;
1819 }
1820
1821 if (where == NULL)
1822 {
1823 dump_object (op);
1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1825 return op;
1826 }
1827
1828 if (where->head)
1829 {
1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1831 where = where->head;
1832 }
1833 1658
1834 if (op->more) 1659 if (op->more)
1835 { 1660 {
1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1837 return op; 1662 return op;
1839 1664
1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1841 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1842 if (op->nrof) 1667 if (op->nrof)
1843 { 1668 {
1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1845 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1846 { 1671 {
1847 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1848 (client needs the original object) */ 1673 (client needs the original object) */
1849 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1850 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1851 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1852 */ 1677 */
1853 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1854 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1855 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1856 op = tmp; 1681 op = tmp;
1857 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1858 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1859 break; 1684 break;
1860 } 1685 }
1861 1686
1862 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1863 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1864 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1865 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1866 * the linking below 1691 * the linking below
1867 */ 1692 */
1868 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1869 } 1694 }
1870 else 1695 else
1871 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1872 1697
1873 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1874 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1875 {
1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1877 fix_player (otmp); 1701 otmp->update_stats ();
1878 }
1879 1702
1880 op->map = NULL; 1703 op->map = 0;
1881 op->env = where; 1704 op->env = this;
1882 op->above = NULL; 1705 op->above = 0;
1883 op->below = NULL; 1706 op->below = 0;
1884 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1885 1708
1886 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1887 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1888 { 1711 {
1889#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1891#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1893 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1894 } 1717 }
1895 1718
1896 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1897 * It sure simplifies this function... 1720 * It sure simplifies this function...
1898 */ 1721 */
1899 if (where->inv == NULL) 1722 if (!inv)
1900 where->inv = op; 1723 inv = op;
1901 else 1724 else
1902 { 1725 {
1903 op->below = where->inv; 1726 op->below = inv;
1904 op->below->above = op; 1727 op->below->above = op;
1905 where->inv = op; 1728 inv = op;
1906 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1907 return op; 1733 return op;
1908} 1734}
1909 1735
1910/* 1736/*
1911 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1925 * 1751 *
1926 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1927 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1928 * on top. 1754 * on top.
1929 */ 1755 */
1930
1931int 1756int
1932check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1933{ 1758{
1934 object *tmp; 1759 object *tmp;
1935 maptile *m = op->map; 1760 maptile *m = op->map;
1962 1787
1963 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1965 */ 1790 */
1966 1791
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1968 { 1793 {
1969 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them. 1796 * we don't need to check all of them.
1972 */ 1797 */
2027/* 1852/*
2028 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2029 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2031 */ 1856 */
2032
2033object * 1857object *
2034present_arch (const archetype *at, maptile *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
2035{ 1859{
2036 object *
2037 tmp;
2038
2039 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
2040 { 1861 {
2041 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2042 return NULL; 1863 return NULL;
2043 } 1864 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->arch == at) 1867 if (tmp->arch == at)
2046 return tmp; 1868 return tmp;
1869
2047 return NULL; 1870 return NULL;
2048} 1871}
2049 1872
2050/* 1873/*
2051 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2052 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2054 */ 1877 */
2055
2056object * 1878object *
2057present (unsigned char type, maptile *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
2058{ 1880{
2059 object *
2060 tmp;
2061
2062 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2063 { 1882 {
2064 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2065 return NULL; 1884 return NULL;
2066 } 1885 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->type == type) 1888 if (tmp->type == type)
2069 return tmp; 1889 return tmp;
1890
2070 return NULL; 1891 return NULL;
2071} 1892}
2072 1893
2073/* 1894/*
2074 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2075 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2077 */ 1898 */
2078
2079object * 1899object *
2080present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2081{ 1901{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->type == type) 1903 if (tmp->type == type)
2087 return tmp; 1904 return tmp;
1905
2088 return NULL; 1906 return NULL;
2089} 1907}
2090 1908
2091/* 1909/*
2092 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2100 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2101 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2102 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2103 * to be unique. 1921 * to be unique.
2104 */ 1922 */
2105
2106object * 1923object *
2107present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
2108{ 1925{
2109 object *
2110 tmp;
2111
2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2113 {
2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2115 return tmp; 1928 return tmp;
2116 } 1929
2117 return NULL; 1930 return 0;
2118} 1931}
2119 1932
2120/* 1933/*
2121 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2122 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2123 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2124 */ 1937 */
2125
2126object * 1938object *
2127present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2128{ 1940{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133 if (tmp->arch == at) 1942 if (tmp->arch == at)
2134 return tmp; 1943 return tmp;
1944
2135 return NULL; 1945 return NULL;
2136} 1946}
2137 1947
2138/* 1948/*
2139 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2140 */ 1950 */
2141void 1951void
2142flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2143{ 1953{
2144 object *
2145 tmp;
2146
2147 if (op->inv) 1954 if (op->inv)
2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 { 1956 {
2150 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2151 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2152 } 1959 }
2153} /* 1960}
1961
1962/*
2154 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2155 */ 1964 */
2156void 1965void
2157unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2158{ 1967{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1968 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1970 {
2165 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2166 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2167 } 1973 }
2168} 1974}
2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2172 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2173 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2174 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2175 */ 1981 */
2176
2177void 1982void
2178set_cheat (object *op) 1983set_cheat (object *op)
2179{ 1984{
2180 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2181 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2200 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2201 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2202 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2203 * customized, changed states, etc. 2008 * customized, changed states, etc.
2204 */ 2009 */
2205
2206int 2010int
2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{ 2012{
2209 int
2210 i,
2211 index = 0, flag; 2013 int index = 0, flag;
2212 static int
2213 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2214 2015
2215 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2216 { 2017 {
2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2218 if (!flag) 2019 if (!flag)
2219 altern[index++] = i; 2020 altern [index++] = i;
2220 2021
2221 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2222 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2223 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2224 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2225 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2226 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2227 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2228 */ 2029 */
2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2230 stop = maxfree[i]; 2031 stop = maxfree[i];
2231 } 2032 }
2033
2232 if (!index) 2034 if (!index)
2233 return -1; 2035 return -1;
2036
2234 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2235} 2038}
2236 2039
2237/* 2040/*
2238 * find_first_free_spot(archetype, maptile, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2239 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2240 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2241 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2242 */ 2045 */
2243
2244int 2046int
2245find_first_free_spot (const object *ob, maptile *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{ 2048{
2247 int
2248 i;
2249
2250 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2251 {
2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2253 return i; 2051 return i;
2254 } 2052
2255 return -1; 2053 return -1;
2256} 2054}
2257 2055
2258/* 2056/*
2259 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2260 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2261 */ 2060 */
2262static void 2061static void
2263permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2264{ 2063{
2265 int 2064 arr += begin;
2266 i,
2267 j,
2268 tmp,
2269 len;
2270
2271 len = end - begin; 2065 end -= begin;
2272 for (i = begin; i < end; i++)
2273 {
2274 j = begin + RANDOM () % len;
2275 2066
2276 tmp = arr[i]; 2067 while (--end)
2277 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2278 arr[j] = tmp;
2279 }
2280} 2069}
2281 2070
2282/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2283 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2284 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2287 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2288 */ 2077 */
2289void 2078void
2290get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2291{ 2080{
2292 int 2081 int i;
2293 i;
2294 2082
2295 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2296 {
2297 search_arr[i] = i; 2084 search_arr[i] = i;
2298 }
2299 2085
2300 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2303} 2089}
2312 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2313 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2314 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2315 * there is capable of. 2101 * there is capable of.
2316 */ 2102 */
2317
2318int 2103int
2319find_dir (maptile *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2320{ 2105{
2321 int
2322 i,
2323 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2324 2107
2325 sint16 nx, ny; 2108 sint16 nx, ny;
2326 object * 2109 object *tmp;
2327 tmp;
2328 maptile * 2110 maptile *mp;
2329 mp;
2330 2111
2331 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2332 2113
2333 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2334 { 2115 {
2346 mp = m; 2127 mp = m;
2347 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2348 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2349 2130
2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2351 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2352 {
2353 max = maxfree[i]; 2134 max = maxfree[i];
2354 }
2355 else 2135 else
2356 { 2136 {
2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2358 2140
2359 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2360 {
2361 max = maxfree[i]; 2142 max = maxfree[i];
2362 }
2363 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2364 { 2144 {
2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2366 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368 {
2369 break; 2148 break;
2370 } 2149
2371 }
2372 if (tmp) 2150 if (tmp)
2373 {
2374 return freedir[i]; 2151 return freedir[i];
2375 }
2376 } 2152 }
2377 } 2153 }
2378 } 2154 }
2155
2379 return 0; 2156 return 0;
2380} 2157}
2381 2158
2382/* 2159/*
2383 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2384 * distance between the two given objects. 2161 * distance between the two given objects.
2385 */ 2162 */
2386
2387int 2163int
2388distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2389{ 2165{
2390 int
2391 i;
2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2394 return i;
2395} 2167}
2396 2168
2397/* 2169/*
2398 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2399 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2400 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2401 */ 2173 */
2402
2403int 2174int
2404find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2405{ 2176{
2406 int 2177 int q;
2407 q;
2408 2178
2409 if (y) 2179 if (y)
2410 q = x * 100 / y; 2180 q = x * 100 / y;
2411 else if (x) 2181 else if (x)
2412 q = -300 * x; 2182 q = -300 * x;
2447int 2217int
2448absdir (int d) 2218absdir (int d)
2449{ 2219{
2450 while (d < 1) 2220 while (d < 1)
2451 d += 8; 2221 d += 8;
2222
2452 while (d > 8) 2223 while (d > 8)
2453 d -= 8; 2224 d -= 8;
2225
2454 return d; 2226 return d;
2455} 2227}
2456 2228
2457/* 2229/*
2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2460 */ 2232 */
2461 2233
2462int 2234int
2463dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2464{ 2236{
2465 int 2237 int d;
2466 d;
2467 2238
2468 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2469 if (d > 4) 2240 if (d > 4)
2470 d = 8 - d; 2241 d = 8 - d;
2242
2471 return d; 2243 return d;
2472} 2244}
2473 2245
2474/* peterm: 2246/* peterm:
2475 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2478 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2479 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2480 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2481 * functions. 2253 * functions.
2482 */ 2254 */
2483
2484int
2485 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2486 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2487 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2488 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2489 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2490 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2538 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2539 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2540 * can see a direct way to get it 2310 * can see a direct way to get it
2541 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2542 */ 2312 */
2543
2544
2545int 2313int
2546can_see_monsterP (maptile *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2547{ 2315{
2548 sint16 dx, dy; 2316 sint16 dx, dy;
2549 int
2550 mflags; 2317 int mflags;
2551 2318
2552 if (dir < 0) 2319 if (dir < 0)
2553 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2554 2321
2555 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2568 return 0; 2335 return 0;
2569 2336
2570 /* yes, can see. */ 2337 /* yes, can see. */
2571 if (dir < 9) 2338 if (dir < 9)
2572 return 1; 2339 return 1;
2340
2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2575} 2344}
2576
2577
2578 2345
2579/* 2346/*
2580 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2581 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2582 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2596} 2363}
2597 2364
2598
2599/* 2365/*
2600 * create clone from object to another 2366 * create clone from object to another
2601 */ 2367 */
2602object * 2368object *
2603object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2604{ 2370{
2605 object *
2606 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2607 2372
2608 if (!asrc) 2373 if (!asrc)
2609 return NULL; 2374 return 0;
2375
2610 src = asrc; 2376 src = asrc;
2611 if (src->head) 2377 if (src->head)
2612 src = src->head; 2378 src = src->head;
2613 2379
2614 prev = NULL; 2380 prev = 0;
2615 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2616 { 2382 {
2617 tmp = get_object (); 2383 tmp = part->clone ();
2618 copy_object (part, tmp);
2619 tmp->x -= src->x; 2384 tmp->x -= src->x;
2620 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2621 if (!part->head) 2387 if (!part->head)
2622 { 2388 {
2623 dst = tmp; 2389 dst = tmp;
2624 tmp->head = NULL; 2390 tmp->head = 0;
2625 } 2391 }
2626 else 2392 else
2627 {
2628 tmp->head = dst; 2393 tmp->head = dst;
2629 } 2394
2630 tmp->more = NULL; 2395 tmp->more = 0;
2396
2631 if (prev) 2397 if (prev)
2632 prev->more = tmp; 2398 prev->more = tmp;
2399
2633 prev = tmp; 2400 prev = tmp;
2634 } 2401 }
2635 2402
2636 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2637 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2643/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2644/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2645/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2646/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2647/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2648
2649object * 2415object *
2650load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2651{ 2417{
2652 object *op; 2418 object *op;
2653 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2663 } 2429 }
2664 2430
2665 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2666 fclose (tempfile); 2432 fclose (tempfile);
2667 2433
2668 op = get_object (); 2434 op = object::create ();
2669 2435
2670 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2671 2437
2672 if (thawer) 2438 if (thawer)
2673 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2683 * returns NULL if no match. 2449 * returns NULL if no match.
2684 */ 2450 */
2685object * 2451object *
2686find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2687{ 2453{
2688 object *tmp;
2689
2690 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp; 2456 return tmp;
2693 2457
2694 return NULL; 2458 return 0;
2695} 2459}
2696 2460
2697/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2698 * otherwise return NULL. 2462 * otherwise return NULL.
2699 * 2463 *
2701 * do the desired thing. 2465 * do the desired thing.
2702 */ 2466 */
2703key_value * 2467key_value *
2704get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2705{ 2469{
2706 key_value *link;
2707
2708 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2709 if (link->key == key) 2471 if (link->key == key)
2710 return link; 2472 return link;
2711 2473
2712 return NULL; 2474 return 0;
2713} 2475}
2714 2476
2715/* 2477/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2479 *
2757 * Returns TRUE on success. 2519 * Returns TRUE on success.
2758 */ 2520 */
2759int 2521int
2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{ 2523{
2762 key_value *
2763 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2764 2525
2765 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2766 { 2527 {
2767 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2768 { 2529 {
2796 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2797 2558
2798 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2799 2560
2800 if (!add_key) 2561 if (!add_key)
2801 {
2802 return FALSE; 2562 return FALSE;
2803 } 2563
2804 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2808 * should pass in "" 2568 * should pass in ""
2857 } 2617 }
2858 else 2618 else
2859 item = item->env; 2619 item = item->env;
2860} 2620}
2861 2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2862// return a suitable string describing an objetc in enough detail to find it 2651// return a suitable string describing an object in enough detail to find it
2863const char * 2652const char *
2864object::debug_desc (char *info) const 2653object::debug_desc (char *info) const
2865{ 2654{
2655 char flagdesc[512];
2866 char info2[256 * 3]; 2656 char info2[256 * 4];
2867 char *p = info; 2657 char *p = info;
2868 2658
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2870 count, 2660 count, uuid.seq,
2871 &name, 2661 &name,
2872 title ? " " : "", 2662 title ? "\",title:" : "",
2873 title ? (const char *)title : ""); 2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2874 2665
2875 if (env) 2666 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877 2668
2878 if (map) 2669 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2880 2671
2881 return info; 2672 return info;
2882} 2673}
2883 2674
2884const char * 2675const char *
2885object::debug_desc () const 2676object::debug_desc () const
2886{ 2677{
2887 static char info[256 * 3]; 2678 static char info[256 * 4];
2888 return debug_desc (info); 2679 return debug_desc (info);
2889} 2680}
2890 2681

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