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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * 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
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 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)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195 195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
381void 362char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 1);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
575 } 467 }
576 468
577 op->key_values = 0; 469 op->key_values = 0;
578} 470}
579 471
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 472/*
633 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 478 * will point at garbage.
639 */ 479 */
640void 480void
641copy_object (object *op2, object *op) 481object::copy_to (object *dst)
642{ 482{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 485
646 op2->clone (op); 486 *(object_copy *)dst = *this;
647 487
648 if (is_freed) 488 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
650 if (is_removed) 491 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
652 493
653 if (op2->speed < 0) 494 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 496
656 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
657 if (op2->key_values) 498 if (key_values)
658 { 499 {
659 key_value *tail = 0; 500 key_value *tail = 0;
660 key_value *i; 501 key_value *i;
661 502
662 op->key_values = 0; 503 dst->key_values = 0;
663 504
664 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
665 { 506 {
666 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
667 508
668 new_link->next = 0; 509 new_link->next = 0;
669 new_link->key = i->key; 510 new_link->key = i->key;
670 new_link->value = i->value; 511 new_link->value = i->value;
671 512
672 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
673 if (!op->key_values) 514 if (!dst->key_values)
674 { 515 {
675 op->key_values = new_link; 516 dst->key_values = new_link;
676 tail = new_link; 517 tail = new_link;
677 } 518 }
678 else 519 else
679 { 520 {
680 tail->next = new_link; 521 tail->next = new_link;
681 tail = new_link; 522 tail = new_link;
682 } 523 }
683 } 524 }
684 } 525 }
685 526
686 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
687} 536}
688 537
689/* 538/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
705 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
708 */ 557 */
709void 558void
710update_ob_speed (object *op) 559object::set_speed (float speed)
711{ 560{
712 extern int arch_init; 561 extern int arch_init;
713 562
714 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated. 564 * since they never really need to be updated.
716 */ 565 */
717 566 if (flag [FLAG_FREED] && speed)
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 567 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 569 speed = 0;
725#endif
726 } 570 }
571
572 this->speed = speed;
727 573
728 if (arch_init) 574 if (arch_init)
729 return; 575 return;
730 576
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
732 { 578 {
733 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
735 return; 581 return;
736 582
737 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
738 * of the list. */ 584 * of the list. */
739 op->active_next = active_objects; 585 active_next = active_objects;
740 586
741 if (op->active_next != NULL) 587 if (active_next)
742 op->active_next->active_prev = op; 588 active_next->active_prev = this;
743 589
744 active_objects = op; 590 active_objects = this;
745 } 591 }
746 else 592 else
747 { 593 {
748 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
750 return; 596 return;
751 597
752 if (op->active_prev == NULL) 598 if (!active_prev)
753 { 599 {
754 active_objects = op->active_next; 600 active_objects = active_next;
755 601
756 if (op->active_next != NULL) 602 if (active_next)
757 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
758 } 604 }
759 else 605 else
760 { 606 {
761 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
762 608
763 if (op->active_next) 609 if (active_next)
764 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
765 } 611 }
766 612
767 op->active_next = NULL; 613 active_next = 0;
768 op->active_prev = NULL; 614 active_prev = 0;
769 } 615 }
770} 616}
771 617
772/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
773 * objects. 619 * objects.
799 op->active_next = NULL; 645 op->active_next = NULL;
800 op->active_prev = NULL; 646 op->active_prev = NULL;
801} 647}
802 648
803/* 649/*
804 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 653 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
811 * 657 *
812 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 659 * current action are:
818 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
823 */ 665 */
824
825void 666void
826update_object (object *op, int action) 667update_object (object *op, int action)
827{ 668{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
830 670
831 if (op == NULL) 671 if (op == NULL)
832 { 672 {
833 /* this should never happen */ 673 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 675 return;
836 } 676 }
837 677
838 if (op->env != NULL) 678 if (op->env)
839 { 679 {
840 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
841 * to do in this case. 681 * to do in this case.
842 */ 682 */
843 return; 683 return;
848 */ 688 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 690 return;
851 691
852 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 694 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 696#ifdef MANY_CORES
857 abort (); 697 abort ();
858#endif 698#endif
859 return; 699 return;
860 } 700 }
861 701
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
869 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
870 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 719 * to have move_allow right now.
894 */ 720 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 723 m.flags_ = P_NEED_UPDATE;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 724 }
901 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 727 * that is being removed.
904 */ 728 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
907 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
909 else 733 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 735
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 736 if (op->more)
919 update_object (op->more, action); 737 update_object (op->more, action);
920} 738}
921 739
922static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
923static std::vector<object *, slice_allocator <object *> > freed; 741object *object::first;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940}
941 742
942object::object () 743object::object ()
943{ 744{
944 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
945 746
946 expmul = 1.0; 747 expmul = 1.0;
947 face = blank_face; 748 face = blank_face;
948 attacked_by_count = -1;
949} 749}
950 750
951object::~object () 751object::~object ()
952{ 752{
953 free_key_values (this); 753 free_key_values (this);
957{ 757{
958 count = ++ob_count; 758 count = ++ob_count;
959 uuid = gen_uuid (); 759 uuid = gen_uuid ();
960 760
961 prev = 0; 761 prev = 0;
962 next = objects; 762 next = object::first;
963 763
964 if (objects) 764 if (object::first)
965 objects->prev = this; 765 object::first->prev = this;
966 766
967 objects = this; 767 object::first = this;
968} 768}
969 769
970void object::unlink () 770void object::unlink ()
971{ 771{
972 //count = 0;//D
973 if (!prev && !next) return;//D
974
975 if (this == objects) 772 if (this == object::first)
976 objects = next; 773 object::first = next;
977 774
978 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
979 if (prev) prev->next = next; 776 if (prev) prev->next = next;
980 if (next) next->prev = prev; 777 if (next) next->prev = prev;
981 778
982 prev = 0; 779 prev = 0;
983 next = 0; 780 next = 0;
984} 781}
985 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 {
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 }
825 }
826}
827
986object *object::create () 828object *object::create ()
987{ 829{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 830 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 831 op->link ();
1002 return op; 832 return op;
1003} 833}
1004 834
1005/* 835void
1006 * free_object() frees everything allocated by an object, removes 836object::do_destroy ()
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 837{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 838 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this);
840
841 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this);
843
844 if (!flag [FLAG_REMOVED])
845 remove ();
846
847 if (flag [FLAG_FREED])
1018 return; 848 return;
1019 849
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 850 set_speed (0);
1021 remove_friendly_object (this);
1022 851
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 flag [FLAG_FREED] = 1;
1024 remove_ob (this);
1025 853
1026 SET_FLAG (this, FLAG_FREED); 854 attachable::do_destroy ();
1027 855
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D 856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
872 }
873
874 map = freed_map;
875 x = 1;
876 y = 1;
877 }
878
879 head = 0;
1029 880
1030 if (more) 881 if (more)
1031 { 882 {
1032 more->free (free_inventory); 883 more->destroy ();
1033 more = 0; 884 more = 0;
1034 } 885 }
1035 886
1036 if (inv) 887 // clear those pointers that likely might have circular references to us
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0; 888 owner = 0;
889 enemy = 0;
890 attacked_by = 0;
1079 891
1080 /* Remove object from the active list */ 892 // only relevant for players(?), but make sure of it anyways
1081 speed = 0; 893 contr = 0;
1082 update_ob_speed (this); 894}
1083 895
1084 unlink (); 896void
897object::destroy (bool destroy_inventory)
898{
899 if (destroyed ())
900 return;
1085 901
1086 mortals.push_back (this); 902 if (destroy_inventory)
903 destroy_inv (false);
904
905 attachable::destroy ();
1087} 906}
1088 907
1089/* 908/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
1092 */ 911 */
1093
1094void 912void
1095sub_weight (object *op, signed long weight) 913sub_weight (object *op, signed long weight)
1096{ 914{
1097 while (op != NULL) 915 while (op != NULL)
1098 { 916 {
1099 if (op->type == CONTAINER) 917 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 919
1103 op->carrying -= weight; 920 op->carrying -= weight;
1104 op = op->env; 921 op = op->env;
1105 } 922 }
1106} 923}
1107 924
1108/* remove_ob(op): 925/* op->remove ():
1109 * This function removes the object op from the linked list of objects 926 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 927 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 930 * the previous environment.
1114 * Beware: This function is called from the editor as well! 931 * Beware: This function is called from the editor as well!
1115 */ 932 */
1116
1117void 933void
1118remove_ob (object *op) 934object::remove ()
1119{ 935{
936 object *tmp, *last = 0;
1120 object * 937 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 938
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 939 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 940 return;
1139 941
1140 SET_FLAG (op, FLAG_REMOVED); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
1141 944
1142 if (op->more != NULL) 945 if (more)
1143 remove_ob (op->more); 946 more->remove ();
1144 947
1145 /* 948 /*
1146 * In this case, the object to be removed is in someones 949 * In this case, the object to be removed is in someones
1147 * inventory. 950 * inventory.
1148 */ 951 */
1149 if (op->env != NULL) 952 if (env)
1150 { 953 {
1151 if (op->nrof) 954 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 955 sub_weight (env, weight * nrof);
1153 else 956 else
1154 sub_weight (op->env, op->weight + op->carrying); 957 sub_weight (env, weight + carrying);
1155 958
1156 /* NO_FIX_PLAYER is set when a great many changes are being 959 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 961 * to save cpu time.
1159 */ 962 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 964 otmp->update_stats ();
1162 965
1163 if (op->above != NULL) 966 if (above != NULL)
1164 op->above->below = op->below; 967 above->below = below;
1165 else 968 else
1166 op->env->inv = op->below; 969 env->inv = below;
1167 970
1168 if (op->below != NULL) 971 if (below != NULL)
1169 op->below->above = op->above; 972 below->above = above;
1170 973
1171 /* we set up values so that it could be inserted into 974 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 975 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 976 * to the caller to decide what we want to do.
1174 */ 977 */
1175 op->x = op->env->x, op->y = op->env->y; 978 x = env->x, y = env->y;
1176 op->map = op->env->map; 979 map = env->map;
1177 op->above = NULL, op->below = NULL; 980 above = 0, below = 0;
1178 op->env = NULL; 981 env = 0;
1179 } 982 }
1180 else if (op->map) 983 else if (map)
1181 { 984 {
1182 x = op->x;
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 }
1196
1197 if (op->map != m)
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had 985 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about 986 * lots of logic for things we no longer care about
1203 */ 987 */
1204 988
1205 /* link the object above us */ 989 /* link the object above us */
1206 if (op->above) 990 if (above)
1207 op->above->below = op->below; 991 above->below = below;
1208 else 992 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 993 map->at (x, y).top = below; /* we were top, set new top */
1210 994
1211 /* Relink the object below us, if there is one */ 995 /* Relink the object below us, if there is one */
1212 if (op->below) 996 if (below)
1213 op->below->above = op->above; 997 below->above = above;
1214 else 998 else
1215 { 999 {
1216 /* Nothing below, which means we need to relink map object for this space 1000 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 1001 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1002 * evident
1219 */ 1003 */
1220 if (GET_MAP_OB (m, x, y) != op) 1004 if (GET_MAP_OB (map, x, y) != this)
1221 { 1005 {
1222 dump_object (op); 1006 char *dump = dump_object (this);
1223 LOG (llevError, 1007 LOG (llevError,
1224 "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); 1008 "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);
1009 free (dump);
1225 dump_object (GET_MAP_OB (m, x, y)); 1010 dump = dump_object (GET_MAP_OB (map, x, y));
1226 LOG (llevError, "%s\n", errmsg); 1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1227 } 1013 }
1228 1014
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1015 map->at (x, y).bot = above; /* goes on above it. */
1230 } 1016 }
1231 1017
1232 op->above = 0; 1018 above = 0;
1233 op->below = 0; 1019 below = 0;
1234 1020
1235 if (op->map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1236 return; 1022 return;
1237 1023
1238 tag = op->count; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 1025
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1242 { 1027 {
1243 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1244 * being removed. 1029 * being removed.
1245 */ 1030 */
1246 1031
1247 if (tmp->type == PLAYER && tmp != op) 1032 if (tmp->type == PLAYER && tmp != this)
1248 { 1033 {
1249 /* If a container that the player is currently using somehow gets 1034 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1251 * appropriately. 1036 * appropriately.
1252 */ 1037 */
1253 if (tmp->container == op) 1038 if (tmp->container == this)
1254 { 1039 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1041 tmp->container = 0;
1257 } 1042 }
1258 1043
1259 tmp->contr->socket.update_look = 1; 1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1260 } 1046 }
1261 1047
1262 /* See if player moving off should effect something */ 1048 /* See if player moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1049 if (check_walk_off
1050 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1052 {
1265 move_apply (tmp, op, NULL); 1053 move_apply (tmp, this, 0);
1266 1054
1267 if (was_destroyed (op, tag)) 1055 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1057 }
1272 1058
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1060
1275 if (tmp->above == tmp) 1061 if (tmp->above == tmp)
1276 tmp->above = NULL; 1062 tmp->above = 0;
1277 1063
1278 last = tmp; 1064 last = tmp;
1279 } 1065 }
1280 1066
1281 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL of there are no objects on this space */
1282 if (last == NULL) 1068 if (!last)
1283 { 1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1070 else
1293 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1294 1072
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1297 } 1075 }
1298} 1076}
1299 1077
1300/* 1078/*
1301 * merge_ob(op,top): 1079 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1310{ 1088{
1311 if (!op->nrof) 1089 if (!op->nrof)
1312 return 0; 1090 return 0;
1313 1091
1314 if (top == NULL) 1092 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1316 1095
1317 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1318 { 1097 {
1319 if (top == op) 1098 if (top == op)
1320 continue; 1099 continue;
1321 if (CAN_MERGE (op, top)) 1100
1101 if (object::can_merge (op, top))
1322 { 1102 {
1323 top->nrof += op->nrof; 1103 top->nrof += op->nrof;
1324 1104
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1107 op->destroy ();
1328 free_object (op);
1329 return top; 1108 return top;
1330 } 1109 }
1331 } 1110 }
1332 1111
1333 return NULL; 1112 return 0;
1334} 1113}
1335 1114
1336/* 1115/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1117 * job preparing multi-part monsters
1339 */ 1118 */
1340object * 1119object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1121{
1343 object *tmp; 1122 object *tmp;
1344 1123
1345 if (op->head) 1124 if (op->head)
1346 op = op->head; 1125 op = op->head;
1372 * Return value: 1151 * Return value:
1373 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1154 * just 'op' otherwise
1376 */ 1155 */
1377
1378object * 1156object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1158{
1381 object *tmp, *top, *floor = NULL; 1159 object *tmp, *top, *floor = NULL;
1382 sint16 x, y; 1160 sint16 x, y;
1383 1161
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1162 if (QUERY_FLAG (op, FLAG_FREED))
1387 return NULL; 1165 return NULL;
1388 } 1166 }
1389 1167
1390 if (m == NULL) 1168 if (m == NULL)
1391 { 1169 {
1392 dump_object (op); 1170 char *dump = dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1394 return op; 1173 return op;
1395 } 1174 }
1396 1175
1397 if (out_of_map (m, op->x, op->y)) 1176 if (out_of_map (m, op->x, op->y))
1398 { 1177 {
1399 dump_object (op); 1178 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1401#ifdef MANY_CORES 1180#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1181 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1182 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1183 * improperly inserted.
1405 */ 1184 */
1406 abort (); 1185 abort ();
1407#endif 1186#endif
1187 free (dump);
1408 return op; 1188 return op;
1409 } 1189 }
1410 1190
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 { 1192 {
1413 dump_object (op); 1193 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1415 return op; 1196 return op;
1416 } 1197 }
1417 1198
1418 if (op->more != NULL) 1199 if (op->more)
1419 { 1200 {
1420 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1421 1202
1422 object *more = op->more; 1203 object *more = op->more;
1423 1204
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 { 1221 {
1441 if (!op->head) 1222 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443 1224
1444 return NULL; 1225 return 0;
1445 } 1226 }
1446 } 1227 }
1447 1228
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1230
1457 1238
1458 /* this has to be done after we translate the coordinates. 1239 /* this has to be done after we translate the coordinates.
1459 */ 1240 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1241 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1243 if (object::can_merge (op, tmp))
1463 { 1244 {
1464 op->nrof += tmp->nrof; 1245 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1246 tmp->destroy ();
1466 free_object (tmp);
1467 } 1247 }
1468 1248
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1249 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1250 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1251
1484 op->below = originator->below; 1264 op->below = originator->below;
1485 1265
1486 if (op->below) 1266 if (op->below)
1487 op->below->above = op; 1267 op->below->above = op;
1488 else 1268 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1269 op->ms ().bot = op;
1490 1270
1491 /* since *below* originator, no need to update top */ 1271 /* since *below* originator, no need to update top */
1492 originator->below = op; 1272 originator->below = op;
1493 } 1273 }
1494 else 1274 else
1540 * If INS_ON_TOP is used, don't do this processing 1320 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1321 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1322 * stacking is a bit odd.
1543 */ 1323 */
1544 if (!(flag & INS_ON_TOP) && 1324 if (!(flag & INS_ON_TOP) &&
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 { 1326 {
1547 for (last = top; last != floor; last = last->below) 1327 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1329 break;
1550 /* Check to see if we found the object that blocks view, 1330 /* Check to see if we found the object that blocks view,
1573 1353
1574 if (op->above) 1354 if (op->above)
1575 op->above->below = op; 1355 op->above->below = op;
1576 1356
1577 op->below = NULL; 1357 op->below = NULL;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1358 op->ms ().bot = op;
1579 } 1359 }
1580 else 1360 else
1581 { /* get inserted into the stack above top */ 1361 { /* get inserted into the stack above top */
1582 op->above = top->above; 1362 op->above = top->above;
1583 1363
1587 op->below = top; 1367 op->below = top;
1588 top->above = op; 1368 top->above = op;
1589 } 1369 }
1590 1370
1591 if (op->above == NULL) 1371 if (op->above == NULL)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1372 op->ms ().top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1373 } /* else not INS_BELOW_ORIGINATOR */
1594 1374
1595 if (op->type == PLAYER) 1375 if (op->type == PLAYER)
1596 op->contr->do_los = 1; 1376 op->contr->do_los = 1;
1597 1377
1598 /* If we have a floor, we know the player, if any, will be above 1378 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1379 * it, so save a few ticks and start from there.
1600 */ 1380 */
1601 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1382 if (object *pl = op->ms ().player ())
1603 if (tmp->type == PLAYER) 1383 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1384 pl->contr->ns->floorbox_update ();
1605 1385
1606 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1387 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1388 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1389 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way - 1390 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1392 * or just updating the P_NEED_UPDATE for spaces within this area
1613 * of effect may be sufficient. 1393 * of effect may be sufficient.
1614 */ 1394 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1617 1397
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1620 1400
1401 INVOKE_OBJECT (INSERT, op);
1402
1621 /* Don't know if moving this to the end will break anything. However, 1403 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1404 * we want to have floorbox_update called before calling this.
1623 * 1405 *
1624 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1407 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1408 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1409 * update_object().
1629 1411
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1412 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 { 1414 {
1633 if (check_move_on (op, originator)) 1415 if (check_move_on (op, originator))
1634 return NULL; 1416 return 0;
1635 1417
1636 /* If we are a multi part object, lets work our way through the check 1418 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1419 * walk on's.
1638 */ 1420 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1641 return NULL; 1423 return 0;
1642 } 1424 }
1643 1425
1644 return op; 1426 return op;
1645} 1427}
1646 1428
1647/* this function inserts an object in the map, but if it 1429/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1430 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1431 * op is the object to insert it under: supplies x and the map.
1650 */ 1432 */
1651void 1433void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1434replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1435{
1654 object * 1436 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1437
1659 /* first search for itself and remove any old instances */ 1438 /* first search for itself and remove any old instances */
1660 1439
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1442 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1443
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1444 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1445
1672 tmp1->x = op->x; 1446 tmp1->x = op->x;
1673 tmp1->y = op->y; 1447 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1448 insert_ob_in_map (tmp1, op->map, op, 0);
1675} 1449}
1683 */ 1457 */
1684 1458
1685object * 1459object *
1686get_split_ob (object *orig_ob, uint32 nr) 1460get_split_ob (object *orig_ob, uint32 nr)
1687{ 1461{
1688 object * 1462 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1464
1693 if (orig_ob->nrof < nr) 1465 if (orig_ob->nrof < nr)
1694 { 1466 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1468 return NULL;
1697 } 1469 }
1698 1470
1699 newob = object_create_clone (orig_ob); 1471 newob = object_create_clone (orig_ob);
1700 1472
1701 if ((orig_ob->nrof -= nr) < 1) 1473 if ((orig_ob->nrof -= nr) < 1)
1702 { 1474 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1475 else if (!is_removed)
1708 { 1476 {
1709 if (orig_ob->env != NULL) 1477 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 1499
1732object * 1500object *
1733decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1734{ 1502{
1735 object *tmp; 1503 object *tmp;
1736 player *pl;
1737 1504
1738 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1506 return op;
1740 1507
1741 if (i > op->nrof) 1508 if (i > op->nrof)
1742 i = op->nrof; 1509 i = op->nrof;
1743 1510
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1512 op->nrof -= i;
1746 else if (op->env != NULL) 1513 else if (op->env)
1747 { 1514 {
1748 /* is this object in the players inventory, or sub container 1515 /* is this object in the players inventory, or sub container
1749 * therein? 1516 * therein?
1750 */ 1517 */
1751 tmp = is_player_inv (op->env); 1518 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1519 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1520 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1523 * and then searching the map for a player.
1757 */ 1524 */
1758 if (!tmp) 1525 if (!tmp)
1759 { 1526 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1762 break; 1530 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1531 }
1768 1532
1769 if (i < op->nrof) 1533 if (i < op->nrof)
1770 { 1534 {
1771 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1536 op->nrof -= i;
1773 if (tmp) 1537 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1538 esrv_send_item (tmp, op);
1776 }
1777 } 1539 }
1778 else 1540 else
1779 { 1541 {
1780 remove_ob (op); 1542 op->remove ();
1781 op->nrof = 0; 1543 op->nrof = 0;
1782 if (tmp) 1544 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1546 }
1787 } 1547 }
1788 else 1548 else
1789 { 1549 {
1790 object *above = op->above; 1550 object *above = op->above;
1791 1551
1792 if (i < op->nrof) 1552 if (i < op->nrof)
1793 op->nrof -= i; 1553 op->nrof -= i;
1794 else 1554 else
1795 { 1555 {
1796 remove_ob (op); 1556 op->remove ();
1797 op->nrof = 0; 1557 op->nrof = 0;
1798 } 1558 }
1799 1559
1800 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1562 if (tmp->type == PLAYER)
1803 { 1563 {
1804 if (op->nrof) 1564 if (op->nrof)
1805 esrv_send_item (tmp, op); 1565 esrv_send_item (tmp, op);
1806 else 1566 else
1810 1570
1811 if (op->nrof) 1571 if (op->nrof)
1812 return op; 1572 return op;
1813 else 1573 else
1814 { 1574 {
1815 free_object (op); 1575 op->destroy ();
1816 return NULL; 1576 return 0;
1817 } 1577 }
1818} 1578}
1819 1579
1820/* 1580/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1833 op->carrying += weight; 1593 op->carrying += weight;
1834 op = op->env; 1594 op = op->env;
1835 } 1595 }
1836} 1596}
1837 1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1606 return op;
1607 }
1608
1609 if (where->head)
1610 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1614
1615 return where->insert (op);
1616}
1617
1838/* 1618/*
1839 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1840 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1841 * inside the object environment. 1621 * inside the object environment.
1842 * 1622 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1850 */ 1625 */
1851 1626
1852object * 1627object *
1853insert_ob_in_ob (object *op, object *where) 1628object::insert (object *op)
1854{ 1629{
1855 object * 1630 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1631
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1633 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1634
1879 if (op->more) 1635 if (op->more)
1880 { 1636 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1638 return op;
1884 1640
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1642 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1643 if (op->nrof)
1888 { 1644 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1646 if (object::can_merge (tmp, op))
1891 { 1647 {
1892 /* return the original object and remove inserted object 1648 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1649 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1650 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1651 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1652 * tmp->nrof, we need to increase the weight.
1897 */ 1653 */
1898 add_weight (where, op->weight * op->nrof); 1654 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1655 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1656 op->destroy (); /* free the inserted object */
1901 op = tmp; 1657 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1658 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1660 break;
1905 } 1661 }
1906 1662
1907 /* I assume combined objects have no inventory 1663 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1664 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1665 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1666 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1667 * the linking below
1912 */ 1668 */
1913 add_weight (where, op->weight * op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1914 } 1670 }
1915 else 1671 else
1916 add_weight (where, (op->weight + op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1917 1673
1918 otmp = is_player_inv (where); 1674 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1675 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1677 otmp->update_stats ();
1923 }
1924 1678
1925 op->map = NULL; 1679 op->map = 0;
1926 op->env = where; 1680 op->env = this;
1927 op->above = NULL; 1681 op->above = 0;
1928 op->below = NULL; 1682 op->below = 0;
1929 op->x = 0, op->y = 0; 1683 op->x = 0, op->y = 0;
1930 1684
1931 /* reset the light list and los of the players on the map */ 1685 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1686 if ((op->glow_radius != 0) && map)
1933 { 1687 {
1934#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1691 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1692 update_all_los (map, x, y);
1939 } 1693 }
1940 1694
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1696 * It sure simplifies this function...
1943 */ 1697 */
1944 if (where->inv == NULL) 1698 if (!inv)
1945 where->inv = op; 1699 inv = op;
1946 else 1700 else
1947 { 1701 {
1948 op->below = where->inv; 1702 op->below = inv;
1949 op->below->above = op; 1703 op->below->above = op;
1950 where->inv = op; 1704 inv = op;
1951 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1952 return op; 1709 return op;
1953} 1710}
1954 1711
1955/* 1712/*
1956 * Checks if any objects has a move_type that matches objects 1713 * Checks if any objects has a move_type that matches objects
1974 */ 1731 */
1975 1732
1976int 1733int
1977check_move_on (object *op, object *originator) 1734check_move_on (object *op, object *originator)
1978{ 1735{
1979 object * 1736 object *tmp;
1980 tmp; 1737 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1738 int x = op->x, y = op->y;
1987 1739
1988 MoveType 1740 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1741
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1742 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1743 return 0;
1995
1996 tag = op->count;
1997 1744
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1745 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1746 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1747 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1748
2017 1764
2018 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
2020 */ 1767 */
2021 1768
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2023 { 1770 {
2024 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects, 1772 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them. 1773 * we don't need to check all of them.
2027 */ 1774 */
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1810 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1811 {
2065 move_apply (tmp, op, originator); 1812 move_apply (tmp, op, originator);
2066 1813
2067 if (was_destroyed (op, tag)) 1814 if (op->destroyed ())
2068 return 1; 1815 return 1;
2069 1816
2070 /* what the person/creature stepped onto has moved the object 1817 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1818 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1819 * have a feeling strange problems would result.
2082/* 1829/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2086 */ 1833 */
2087
2088object * 1834object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1835present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1836{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1837 if (m == NULL || out_of_map (m, x, y))
2095 { 1838 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1840 return NULL;
2098 } 1841 }
1842
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2100 if (tmp->arch == at) 1844 if (tmp->arch == at)
2101 return tmp; 1845 return tmp;
1846
2102 return NULL; 1847 return NULL;
2103} 1848}
2104 1849
2105/* 1850/*
2106 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2109 */ 1854 */
2110
2111object * 1855object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1856present (unsigned char type, maptile *m, int x, int y)
2113{ 1857{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1858 if (out_of_map (m, x, y))
2118 { 1859 {
2119 LOG (llevError, "Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1861 return NULL;
2121 } 1862 }
1863
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123 if (tmp->type == type) 1865 if (tmp->type == type)
2124 return tmp; 1866 return tmp;
1867
2125 return NULL; 1868 return NULL;
2126} 1869}
2127 1870
2128/* 1871/*
2129 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
2132 */ 1875 */
2133
2134object * 1876object *
2135present_in_ob (unsigned char type, const object *op) 1877present_in_ob (unsigned char type, const object *op)
2136{ 1878{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1880 if (tmp->type == type)
2142 return tmp; 1881 return tmp;
1882
2143 return NULL; 1883 return NULL;
2144} 1884}
2145 1885
2146/* 1886/*
2147 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
2155 * str is the string to match against. Note that we match against 1895 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1896 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1897 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1898 * to be unique.
2159 */ 1899 */
2160
2161object * 1900object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1901present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1902{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1905 return tmp;
2171 } 1906
2172 return NULL; 1907 return 0;
2173} 1908}
2174 1909
2175/* 1910/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
2179 */ 1914 */
2180
2181object * 1915object *
2182present_arch_in_ob (const archetype *at, const object *op) 1916present_arch_in_ob (const archetype *at, const object *op)
2183{ 1917{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1919 if (tmp->arch == at)
2189 return tmp; 1920 return tmp;
1921
2190 return NULL; 1922 return NULL;
2191} 1923}
2192 1924
2193/* 1925/*
2194 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
2195 */ 1927 */
2196void 1928void
2197flag_inv (object *op, int flag) 1929flag_inv (object *op, int flag)
2198{ 1930{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1931 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1933 {
2205 SET_FLAG (tmp, flag); 1934 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1935 flag_inv (tmp, flag);
2207 } 1936 }
2208} /* 1937}
1938
1939/*
2209 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
2210 */ 1941 */
2211void 1942void
2212unflag_inv (object *op, int flag) 1943unflag_inv (object *op, int flag)
2213{ 1944{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1945 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1947 {
2220 CLEAR_FLAG (tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1949 unflag_inv (tmp, flag);
2222 } 1950 }
2223} 1951}
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for 1956 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function. 1957 * him/her-self and all object carried by a call to this function.
2230 */ 1958 */
2231
2232void 1959void
2233set_cheat (object *op) 1960set_cheat (object *op)
2234{ 1961{
2235 SET_FLAG (op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 1982 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 1983 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 1984 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 1985 * customized, changed states, etc.
2259 */ 1986 */
2260
2261int 1987int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 1989{
2264 int
2265 i,
2266 index = 0, flag; 1990 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
2269 1992
2270 for (i = start; i < stop; i++) 1993 for (int i = start; i < stop; i++)
2271 { 1994 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag) 1996 if (!flag)
2274 altern[index++] = i; 1997 altern [index++] = i;
2275 1998
2276 /* Basically, if we find a wall on a space, we cut down the search size. 1999 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 2000 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 2001 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 2002 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 2003 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 2004 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 2005 * won't look 2 spaces south of the target space.
2283 */ 2006 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 2008 stop = maxfree[i];
2286 } 2009 }
2010
2287 if (!index) 2011 if (!index)
2288 return -1; 2012 return -1;
2013
2289 return altern[RANDOM () % index]; 2014 return altern[RANDOM () % index];
2290} 2015}
2291 2016
2292/* 2017/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2022 */
2298
2299int 2023int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2025{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2028 return i;
2309 } 2029
2310 return -1; 2030 return -1;
2311} 2031}
2312 2032
2313/* 2033/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2037 */
2317static void 2038static void
2318permute (int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2319{ 2040{
2320 int 2041 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2042 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2043
2331 tmp = arr[i]; 2044 while (--end)
2332 arr[i] = arr[j]; 2045 swap (arr [end], arr [RANDOM () % (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2046}
2336 2047
2337/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2054 */
2344void 2055void
2345get_search_arr (int *search_arr) 2056get_search_arr (int *search_arr)
2346{ 2057{
2347 int 2058 int i;
2348 i;
2349 2059
2350 for (i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2061 search_arr[i] = i;
2353 }
2354 2062
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2066}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2078 * there is capable of.
2371 */ 2079 */
2372
2373int 2080int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2081find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2082{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2379 2084
2380 sint16 nx, ny; 2085 sint16 nx, ny;
2381 object * 2086 object *tmp;
2382 tmp; 2087 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2088
2386 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2387 2090
2388 if (exclude && exclude->head) 2091 if (exclude && exclude->head)
2389 { 2092 {
2401 mp = m; 2104 mp = m;
2402 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2404 2107
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2406 if (mflags & P_OUT_OF_MAP) 2110 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2111 max = maxfree[i];
2409 }
2410 else 2112 else
2411 { 2113 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2413 2117
2414 if ((move_type & blocked) == move_type) 2118 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2119 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2419 { 2121 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2125 break;
2425 } 2126
2426 }
2427 if (tmp) 2127 if (tmp)
2428 {
2429 return freedir[i]; 2128 return freedir[i];
2430 }
2431 } 2129 }
2432 } 2130 }
2433 } 2131 }
2132
2434 return 0; 2133 return 0;
2435} 2134}
2436 2135
2437/* 2136/*
2438 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2138 * distance between the two given objects.
2440 */ 2139 */
2441
2442int 2140int
2443distance (const object *ob1, const object *ob2) 2141distance (const object *ob1, const object *ob2)
2444{ 2142{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2144}
2451 2145
2452/* 2146/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2456 */ 2150 */
2457
2458int 2151int
2459find_dir_2 (int x, int y) 2152find_dir_2 (int x, int y)
2460{ 2153{
2461 int 2154 int q;
2462 q;
2463 2155
2464 if (y) 2156 if (y)
2465 q = x * 100 / y; 2157 q = x * 100 / y;
2466 else if (x) 2158 else if (x)
2467 q = -300 * x; 2159 q = -300 * x;
2502int 2194int
2503absdir (int d) 2195absdir (int d)
2504{ 2196{
2505 while (d < 1) 2197 while (d < 1)
2506 d += 8; 2198 d += 8;
2199
2507 while (d > 8) 2200 while (d > 8)
2508 d -= 8; 2201 d -= 8;
2202
2509 return d; 2203 return d;
2510} 2204}
2511 2205
2512/* 2206/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2209 */
2516 2210
2517int 2211int
2518dirdiff (int dir1, int dir2) 2212dirdiff (int dir1, int dir2)
2519{ 2213{
2520 int 2214 int d;
2521 d;
2522 2215
2523 d = abs (dir1 - dir2); 2216 d = abs (dir1 - dir2);
2524 if (d > 4) 2217 if (d > 4)
2525 d = 8 - d; 2218 d = 8 - d;
2219
2526 return d; 2220 return d;
2527} 2221}
2528 2222
2529/* peterm: 2223/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2224 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2227 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2228 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2229 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2230 * functions.
2537 */ 2231 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2285 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2286 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2287 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2288 * Modified to be map tile aware -.MSW
2597 */ 2289 */
2598
2599
2600int 2290int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2291can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2292{
2603 sint16 dx, dy; 2293 sint16 dx, dy;
2604 int
2605 mflags; 2294 int mflags;
2606 2295
2607 if (dir < 0) 2296 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2297 return 0; /* exit condition: invalid direction */
2609 2298
2610 dx = x + freearr_x[dir]; 2299 dx = x + freearr_x[dir];
2623 return 0; 2312 return 0;
2624 2313
2625 /* yes, can see. */ 2314 /* yes, can see. */
2626 if (dir < 9) 2315 if (dir < 9)
2627 return 1; 2316 return 1;
2317
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2318 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2319 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2320 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2321}
2631
2632
2633 2322
2634/* 2323/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2324 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2325 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2326 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2339 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2340}
2652 2341
2653
2654/* 2342/*
2655 * create clone from object to another 2343 * create clone from object to another
2656 */ 2344 */
2657object * 2345object *
2658object_create_clone (object *asrc) 2346object_create_clone (object *asrc)
2659{ 2347{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2348 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2349
2663 if (!asrc) 2350 if (!asrc)
2664 return NULL; 2351 return 0;
2352
2665 src = asrc; 2353 src = asrc;
2666 if (src->head) 2354 if (src->head)
2667 src = src->head; 2355 src = src->head;
2668 2356
2669 prev = NULL; 2357 prev = 0;
2670 for (part = src; part; part = part->more) 2358 for (part = src; part; part = part->more)
2671 { 2359 {
2672 tmp = get_object (); 2360 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2361 tmp->x -= src->x;
2675 tmp->y -= src->y; 2362 tmp->y -= src->y;
2363
2676 if (!part->head) 2364 if (!part->head)
2677 { 2365 {
2678 dst = tmp; 2366 dst = tmp;
2679 tmp->head = NULL; 2367 tmp->head = 0;
2680 } 2368 }
2681 else 2369 else
2682 {
2683 tmp->head = dst; 2370 tmp->head = dst;
2684 } 2371
2685 tmp->more = NULL; 2372 tmp->more = 0;
2373
2686 if (prev) 2374 if (prev)
2687 prev->more = tmp; 2375 prev->more = tmp;
2376
2688 prev = tmp; 2377 prev = tmp;
2689 } 2378 }
2690 2379
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2380 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2381 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2382
2697 return dst; 2383 return dst;
2698} 2384}
2699 2385
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */ 2386/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */ 2387/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */ 2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */ 2389/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */ 2390/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2720
2721object * 2392object *
2722load_object_str (const char *obstr) 2393load_object_str (const char *obstr)
2723{ 2394{
2724 object * 2395 object *op;
2725 op;
2726 char
2727 filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2728 2397
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730 2399
2731 FILE *
2732 tempfile = fopen (filename, "w"); 2400 FILE *tempfile = fopen (filename, "w");
2733 2401
2734 if (tempfile == NULL) 2402 if (tempfile == NULL)
2735 { 2403 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n"); 2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL; 2405 return NULL;
2738 } 2406 }
2739 2407
2740 fprintf (tempfile, obstr); 2408 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2409 fclose (tempfile);
2742 2410
2743 op = get_object (); 2411 op = object::create ();
2744 2412
2745 object_thawer thawer (filename); 2413 object_thawer thawer (filename);
2746 2414
2747 if (thawer) 2415 if (thawer)
2748 load_object (thawer, op, 0); 2416 load_object (thawer, op, 0);
2758 * returns NULL if no match. 2426 * returns NULL if no match.
2759 */ 2427 */
2760object * 2428object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2430{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2432 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2433 return tmp;
2769 2434
2770 return NULL; 2435 return 0;
2771} 2436}
2772 2437
2773/* If ob has a field named key, return the link from the list, 2438/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL. 2439 * otherwise return NULL.
2775 * 2440 *
2777 * do the desired thing. 2442 * do the desired thing.
2778 */ 2443 */
2779key_value * 2444key_value *
2780get_ob_key_link (const object *ob, const char *key) 2445get_ob_key_link (const object *ob, const char *key)
2781{ 2446{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2447 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2448 if (link->key == key)
2788 {
2789 return link; 2449 return link;
2790 }
2791 }
2792 2450
2793 return NULL; 2451 return 0;
2794} 2452}
2795 2453
2796/* 2454/*
2797 * Returns the value of op has an extra_field for key, or NULL. 2455 * Returns the value of op has an extra_field for key, or NULL.
2798 * 2456 *
2838 * Returns TRUE on success. 2496 * Returns TRUE on success.
2839 */ 2497 */
2840int 2498int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2500{
2843 key_value *
2844 field = NULL, *last = NULL; 2501 key_value *field = NULL, *last = NULL;
2845 2502
2846 for (field = op->key_values; field != NULL; field = field->next) 2503 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2504 {
2848 if (field->key != canonical_key) 2505 if (field->key != canonical_key)
2849 { 2506 {
2877 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2878 2535
2879 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2880 2537
2881 if (!add_key) 2538 if (!add_key)
2882 {
2883 return FALSE; 2539 return FALSE;
2884 } 2540
2885 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2889 * should pass in "" 2545 * should pass in ""

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