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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
377 */ 359 */
378 360
381{ 363{
382 if (!op) 364 if (!op)
383 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
384 366
385 object_freezer freezer; 367 object_freezer freezer;
386 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
387 return freezer.as_string (); 369 return freezer.as_string ();
388} 370}
389 371
390/* 372/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
412 */ 394 */
413 395
414object * 396object *
415find_object (tag_t i) 397find_object (tag_t i)
416{ 398{
417 object *op;
418
419 for (op = object::first; op != NULL; op = op->next) 399 for (object *op = object::first; op; op = op->next)
420 if (op->count == i) 400 if (op->count == i)
421 break; 401 return op;
422 402
423 return op; 403 return 0;
424} 404}
425 405
426/* 406/*
427 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
486 } 466 }
487 467
488 op->key_values = 0; 468 op->key_values = 0;
489} 469}
490 470
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 471/*
543 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
544 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
545 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
548 * will point at garbage. 477 * will point at garbage.
549 */ 478 */
550void 479void
551copy_object (object *op2, object *op) 480object::copy_to (object *dst)
552{ 481{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
555 484
556 op2->clone (op); 485 *(object_copy *)dst = *this;
557 486
558 if (is_freed) 487 if (is_freed)
559 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
560 if (is_removed) 490 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
562 492
563 if (op2->speed < 0) 493 if (speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
565 495
566 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
567 if (op2->key_values) 497 if (key_values)
568 { 498 {
569 key_value *tail = 0; 499 key_value *tail = 0;
570 key_value *i; 500 key_value *i;
571 501
572 op->key_values = 0; 502 dst->key_values = 0;
573 503
574 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
575 { 505 {
576 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
577 507
578 new_link->next = 0; 508 new_link->next = 0;
579 new_link->key = i->key; 509 new_link->key = i->key;
580 new_link->value = i->value; 510 new_link->value = i->value;
581 511
582 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
583 if (!op->key_values) 513 if (!dst->key_values)
584 { 514 {
585 op->key_values = new_link; 515 dst->key_values = new_link;
586 tail = new_link; 516 tail = new_link;
587 } 517 }
588 else 518 else
589 { 519 {
590 tail->next = new_link; 520 tail->next = new_link;
591 tail = new_link; 521 tail = new_link;
592 } 522 }
593 } 523 }
594 } 524 }
595 525
596 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
597} 535}
598 536
599/* 537/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
603 */ 541 */
604
605void 542void
606update_turn_face (object *op) 543update_turn_face (object *op)
607{ 544{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 546 return;
547
610 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
612} 550}
613 551
614/* 552/*
615 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
618 */ 556 */
619void 557void
620update_ob_speed (object *op) 558object::set_speed (float speed)
621{ 559{
622 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 561 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 563 speed = 0;
635#endif
636 } 564 }
637 565
638 if (arch_init) 566 this->speed = speed;
639 return;
640 567
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
642 { 569 {
643 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
645 return; 572 return;
646 573
647 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
648 * of the list. */ 575 * of the list. */
649 op->active_next = active_objects; 576 active_next = active_objects;
650 577
651 if (op->active_next != NULL) 578 if (active_next)
652 op->active_next->active_prev = op; 579 active_next->active_prev = this;
653 580
654 active_objects = op; 581 active_objects = this;
655 } 582 }
656 else 583 else
657 { 584 {
658 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
660 return; 587 return;
661 588
662 if (op->active_prev == NULL) 589 if (!active_prev)
663 { 590 {
664 active_objects = op->active_next; 591 active_objects = active_next;
665 592
666 if (op->active_next != NULL) 593 if (active_next)
667 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
668 } 595 }
669 else 596 else
670 { 597 {
671 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
672 599
673 if (op->active_next) 600 if (active_next)
674 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
675 } 602 }
676 603
677 op->active_next = NULL; 604 active_next = 0;
678 op->active_prev = NULL; 605 active_prev = 0;
679 }
680}
681
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 { 606 }
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711} 607}
712 608
713/* 609/*
714 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 613 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 614 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 615 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
721 * 617 *
722 * action is a hint of what the caller believes need to be done. 618 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 619 * current action are:
728 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 623 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
733 */ 625 */
734
735void 626void
736update_object (object *op, int action) 627update_object (object *op, int action)
737{ 628{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
740 630
741 if (op == NULL) 631 if (op == NULL)
742 { 632 {
743 /* this should never happen */ 633 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 635 return;
746 } 636 }
747 637
748 if (op->env != NULL) 638 if (op->env)
749 { 639 {
750 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
751 * to do in this case. 641 * to do in this case.
752 */ 642 */
753 return; 643 return;
758 */ 648 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 650 return;
761 651
762 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 654 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 656#ifdef MANY_CORES
767 abort (); 657 abort ();
768#endif 658#endif
769 return; 659 return;
770 } 660 }
771 661
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
779 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
780 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 675 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 677 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 679 * to have move_allow right now.
804 */ 680 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 683 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 684 }
811 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 687 * that is being removed.
814 */ 688 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
817 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
819 else 693 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 695
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 696 if (op->more)
829 update_object (op->more, action); 697 update_object (op->more, action);
830} 698}
831 699
832object::vector object::mortals;
833object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
834object *object::first; 701object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855 702
856object::object () 703object::object ()
857{ 704{
858 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
859 706
891 738
892 prev = 0; 739 prev = 0;
893 next = 0; 740 next = 0;
894} 741}
895 742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
896object *object::create () 838object *object::create ()
897{ 839{
898 object *op = new object; 840 object *op = new object;
899 op->link (); 841 op->link ();
900 return op; 842 return op;
901} 843}
902 844
903/* 845void
904 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
905 * it from the list of used objects, and puts it on the list of
906 * free objects. The IS_FREED() flag is set in the object.
907 * The object must have been removed by remove_ob() first for
908 * this function to succeed.
909 *
910 * If destroy_inventory is set, free inventory as well. Else drop items in
911 * inventory to the ground.
912 */
913void object::destroy (bool destroy_inventory)
914{ 847{
915 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
916 return; 858 return;
917 859
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
919 remove_friendly_object (this);
920 861
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
922 remove_ob (this);
923 863
924 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
925 890
926 if (more) 891 if (more)
927 { 892 {
928 more->destroy (destroy_inventory); 893 more->destroy ();
929 more = 0; 894 more = 0;
930 }
931
932 if (inv)
933 {
934 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects
936 * drop on that space.
937 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 {
940 object *op = inv;
941
942 while (op)
943 {
944 object *tmp = op->below;
945 op->destroy (destroy_inventory);
946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952
953 while (op)
954 {
955 object *tmp = op->below;
956
957 remove_ob (op);
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 } 895 }
973 896
974 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
975 owner = 0; 898 owner = 0;
976 enemy = 0; 899 enemy = 0;
977 attacked_by = 0; 900 attacked_by = 0;
978 901
979 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
980 contr = 0; 903 contr = 0;
904}
981 905
982 /* Remove object from the active list */ 906void
983 speed = 0; 907object::destroy (bool destroy_inventory)
984 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
985 911
986 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
987 914
988 mortals.push_back (this); 915 attachable::destroy ();
989} 916}
990 917
991/* 918/*
992 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
994 */ 921 */
995
996void 922void
997sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
998{ 924{
999 while (op != NULL) 925 while (op != NULL)
1000 { 926 {
1004 op->carrying -= weight; 930 op->carrying -= weight;
1005 op = op->env; 931 op = op->env;
1006 } 932 }
1007} 933}
1008 934
1009/* remove_ob(op): 935/* op->remove ():
1010 * This function removes the object op from the linked list of objects 936 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 937 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 940 * the previous environment.
1015 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1016 */ 942 */
1017
1018void 943void
1019remove_ob (object *op) 944object::remove ()
1020{ 945{
1021 object *tmp, *last = 0; 946 object *tmp, *last = 0;
1022 object *otmp; 947 object *otmp;
1023 948
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1030 return; 950 return;
1031 951
1032 SET_FLAG (op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1033 954
1034 if (op->more != NULL) 955 if (more)
1035 remove_ob (op->more); 956 more->remove ();
1036 957
1037 /* 958 /*
1038 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1039 * inventory. 960 * inventory.
1040 */ 961 */
1041 if (op->env != NULL) 962 if (env)
1042 { 963 {
1043 if (op->nrof) 964 if (nrof)
1044 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1045 else 966 else
1046 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1047 968
1048 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 971 * to save cpu time.
1051 */ 972 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp); 974 otmp->update_stats ();
1054 975
1055 if (op->above != NULL) 976 if (above)
1056 op->above->below = op->below; 977 above->below = below;
1057 else 978 else
1058 op->env->inv = op->below; 979 env->inv = below;
1059 980
1060 if (op->below != NULL) 981 if (below)
1061 op->below->above = op->above; 982 below->above = above;
1062 983
1063 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1066 */ 987 */
1067 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1068 op->map = op->env->map; 989 map = env->map;
1069 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1070 op->env = NULL; 991 env = 0;
1071 } 992 }
1072 else if (op->map) 993 else if (map)
1073 { 994 {
1074 x = op->x; 995 if (type == PLAYER)
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 } 996 {
1088 997 --map->players;
1089 if (op->map != m) 998 map->last_access = runtime;
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */ 999 }
1000
1096 1001
1097 /* link the object above us */ 1002 /* link the object above us */
1098 if (op->above) 1003 if (above)
1099 op->above->below = op->below; 1004 above->below = below;
1100 else 1005 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1102 1007
1103 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1104 if (op->below) 1009 if (below)
1105 op->below->above = op->above; 1010 below->above = above;
1106 else 1011 else
1107 { 1012 {
1108 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1110 * evident 1015 * evident
1111 */ 1016 */
1112 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1113 { 1018 {
1114 char *dump = dump_object (op); 1019 char *dump = dump_object (this);
1115 LOG (llevError, 1020 LOG (llevError,
1116 "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); 1021 "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);
1117 free (dump); 1022 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1119 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1120 free (dump); 1025 free (dump);
1121 } 1026 }
1122 1027
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1124 } 1029 }
1125 1030
1126 op->above = 0; 1031 above = 0;
1127 op->below = 0; 1032 below = 0;
1128 1033
1129 if (op->map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1130 return; 1035 return;
1131 1036
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1038
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1135 { 1040 {
1136 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1137 * being removed. 1042 * being removed.
1138 */ 1043 */
1139 1044
1140 if (tmp->type == PLAYER && tmp != op) 1045 if (tmp->type == PLAYER && tmp != this)
1141 { 1046 {
1142 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1144 * appropriately. 1049 * appropriately.
1145 */ 1050 */
1146 if (tmp->container == op) 1051 if (tmp->container == this)
1147 { 1052 {
1148 CLEAR_FLAG (op, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1149 tmp->container = NULL; 1054 tmp->container = 0;
1150 } 1055 }
1151 1056
1152 tmp->contr->socket.update_look = 1; 1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1153 } 1059 }
1154 1060
1155 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1156 if (check_walk_off 1062 if (check_walk_off
1157 && ((op->move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 { 1065 {
1160 move_apply (tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1161 1067
1162 if (op->destroyed ()) 1068 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1070 }
1165 1071
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1168 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1169 tmp->above = NULL; 1075 tmp->above = 0;
1170 1076
1171 last = tmp; 1077 last = tmp;
1172 } 1078 }
1173 1079
1174 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1175 if (last == NULL) 1082 if (!last)
1176 { 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else 1084 else
1186 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1187 1086
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1189 update_all_los (op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1190 } 1089 }
1191} 1090}
1192 1091
1193/* 1092/*
1194 * merge_ob(op,top): 1093 * merge_ob(op,top):
1202merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1203{ 1102{
1204 if (!op->nrof) 1103 if (!op->nrof)
1205 return 0; 1104 return 0;
1206 1105
1207 if (top == NULL) 1106 if (top)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1209 1109
1210 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1211 { 1111 {
1212 if (top == op) 1112 if (top == op)
1213 continue; 1113 continue;
1214 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1215 { 1116 {
1216 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1217 1118
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op); 1121 op->destroy ();
1221 free_object (op);
1222 return top; 1122 return top;
1223 } 1123 }
1224 } 1124 }
1225 1125
1226 return 0; 1126 return 0;
1231 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1232 */ 1132 */
1233object * 1133object *
1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{ 1135{
1236 object *tmp;
1237
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1137 {
1243 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1244 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1245 } 1140 }
1246 1141
1265 * Return value: 1160 * Return value:
1266 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1268 * just 'op' otherwise 1163 * just 'op' otherwise
1269 */ 1164 */
1270
1271object * 1165object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1167{
1274 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1275 sint16 x, y; 1169 sint16 x, y;
1278 { 1172 {
1279 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL; 1174 return NULL;
1281 } 1175 }
1282 1176
1283 if (m == NULL) 1177 if (!m)
1284 { 1178 {
1285 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump); 1181 free (dump);
1288 return op; 1182 return op;
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump); 1204 free (dump);
1311 return op; 1205 return op;
1312 } 1206 }
1313 1207
1314 if (op->more != NULL) 1208 if (op->more)
1315 { 1209 {
1316 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1317 1211
1318 object *more = op->more; 1212 object *more = op->more;
1319 1213
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 { 1230 {
1337 if (!op->head) 1231 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339 1233
1340 return NULL; 1234 return 0;
1341 } 1235 }
1342 } 1236 }
1343 1237
1344 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1345 1239
1352 y = op->y; 1246 y = op->y;
1353 1247
1354 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1355 */ 1249 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1359 { 1253 {
1360 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1255 tmp->destroy ();
1362 free_object (tmp);
1363 } 1256 }
1364 1257
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1260
1380 op->below = originator->below; 1273 op->below = originator->below;
1381 1274
1382 if (op->below) 1275 if (op->below)
1383 op->below->above = op; 1276 op->below->above = op;
1384 else 1277 else
1385 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1386 1279
1387 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1388 originator->below = op; 1281 originator->below = op;
1389 } 1282 }
1390 else 1283 else
1391 { 1284 {
1392 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 { 1287 {
1395 object *last = NULL; 1288 object *last = 0;
1396 1289
1397 /* 1290 /*
1398 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1404 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1408 */ 1301 */
1409
1410 while (top != NULL) 1302 while (top)
1411 { 1303 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top; 1305 floor = top;
1414 1306
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1436 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1330 * stacking is a bit odd.
1439 */ 1331 */
1440 if (!(flag & INS_ON_TOP) && 1332 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 { 1334 {
1443 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break; 1337 break;
1446 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1468 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469 1361
1470 if (op->above) 1362 if (op->above)
1471 op->above->below = op; 1363 op->above->below = op;
1472 1364
1473 op->below = NULL; 1365 op->below = 0;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1475 } 1367 }
1476 else 1368 else
1477 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1478 op->above = top->above; 1370 op->above = top->above;
1479 1371
1482 1374
1483 op->below = top; 1375 op->below = top;
1484 top->above = op; 1376 top->above = op;
1485 } 1377 }
1486 1378
1487 if (op->above == NULL) 1379 if (!op->above)
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1489 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1490 1382
1491 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1492 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1493 1389
1494 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1496 */ 1392 */
1497 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1499 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1500 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1501 1397
1502 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient. 1405 * of effect may be sufficient.
1510 */ 1406 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1513 1409
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1516 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1517 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1519 * 1417 *
1520 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1421 * update_object().
1525 1423
1526 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 { 1426 {
1529 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1530 return NULL; 1428 return 0;
1531 1429
1532 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1533 * walk on's. 1431 * walk on's.
1534 */ 1432 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1536 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1537 return NULL; 1435 return 0;
1538 } 1436 }
1539 1437
1540 return op; 1438 return op;
1541} 1439}
1542 1440
1543/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1546 */ 1444 */
1547void 1445void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1549{ 1447{
1550 object * 1448 object *tmp, *tmp1;
1551 tmp;
1552 object *
1553 tmp1;
1554 1449
1555 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1556 1451
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 { 1454 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1455
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1567 1457
1568 tmp1->x = op->x; 1458 tmp1->x = op->x;
1569 tmp1->y = op->y; 1459 tmp1->y = op->y;
1570 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1571} 1467}
1572 1468
1573/* 1469/*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array. 1474 * global static errmsg array.
1579 */ 1475 */
1580
1581object * 1476object *
1582get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1583{ 1478{
1584 object * 1479 object *newob;
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588 1481
1589 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1590 { 1483 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL; 1485 return NULL;
1593 } 1486 }
1594 1487
1595 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1596 1489
1597 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1598 { 1491 orig_ob->destroy (1);
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed) 1492 else if (!is_removed)
1604 { 1493 {
1605 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1627 1516
1628object * 1517object *
1629decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1630{ 1519{
1631 object *tmp; 1520 object *tmp;
1632 player *pl;
1633 1521
1634 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1635 return op; 1523 return op;
1636 1524
1637 if (i > op->nrof) 1525 if (i > op->nrof)
1638 i = op->nrof; 1526 i = op->nrof;
1639 1527
1640 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i; 1529 op->nrof -= i;
1642 else if (op->env != NULL) 1530 else if (op->env)
1643 { 1531 {
1644 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1645 * therein? 1533 * therein?
1646 */ 1534 */
1647 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1648 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player. 1540 * and then searching the map for a player.
1653 */ 1541 */
1654 if (!tmp) 1542 if (!tmp)
1655 { 1543 for_all_players (pl)
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1658 break; 1547 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 } 1548 }
1664 1549
1665 if (i < op->nrof) 1550 if (i < op->nrof)
1666 { 1551 {
1667 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i; 1553 op->nrof -= i;
1669 if (tmp) 1554 if (tmp)
1670 {
1671 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1672 }
1673 } 1556 }
1674 else 1557 else
1675 { 1558 {
1676 remove_ob (op); 1559 op->remove ();
1677 op->nrof = 0; 1560 op->nrof = 0;
1678 if (tmp) 1561 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1681 }
1682 } 1563 }
1683 } 1564 }
1684 else 1565 else
1685 { 1566 {
1686 object *above = op->above; 1567 object *above = op->above;
1687 1568
1688 if (i < op->nrof) 1569 if (i < op->nrof)
1689 op->nrof -= i; 1570 op->nrof -= i;
1690 else 1571 else
1691 { 1572 {
1692 remove_ob (op); 1573 op->remove ();
1693 op->nrof = 0; 1574 op->nrof = 0;
1694 } 1575 }
1695 1576
1696 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1698 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1699 { 1580 {
1700 if (op->nrof) 1581 if (op->nrof)
1701 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1702 else 1583 else
1706 1587
1707 if (op->nrof) 1588 if (op->nrof)
1708 return op; 1589 return op;
1709 else 1590 else
1710 { 1591 {
1711 free_object (op); 1592 op->destroy ();
1712 return NULL; 1593 return 0;
1713 } 1594 }
1714} 1595}
1715 1596
1716/* 1597/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1729 op->carrying += weight; 1610 op->carrying += weight;
1730 op = op->env; 1611 op = op->env;
1731 } 1612 }
1732} 1613}
1733 1614
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747
1748object * 1615object *
1749insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1750{ 1617{
1751 object * 1618 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1619 {
1765 char *dump = dump_object (op); 1620 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1622 free (dump);
1768 return op; 1623 return op;
1769 } 1624 }
1770 1625
1771 if (where->head) 1626 if (where->head)
1772 { 1627 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1629 where = where->head;
1775 } 1630 }
1631
1632 return where->insert (op);
1633}
1634
1635/*
1636 * env->insert (op)
1637 * This function inserts the object op in the linked list
1638 * inside the object environment.
1639 *
1640 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero
1642 */
1643
1644object *
1645object::insert (object *op)
1646{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1776 1651
1777 if (op->more) 1652 if (op->more)
1778 { 1653 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1655 return op;
1782 1657
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1785 if (op->nrof) 1660 if (op->nrof)
1786 { 1661 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1789 { 1664 {
1790 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1666 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1795 */ 1670 */
1796 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1799 op = tmp; 1674 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break; 1677 break;
1803 } 1678 }
1804 1679
1805 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1809 * the linking below 1684 * the linking below
1810 */ 1685 */
1811 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1812 } 1687 }
1813 else 1688 else
1814 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1815 1690
1816 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1817 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp); 1694 otmp->update_stats ();
1821 }
1822 1695
1823 op->map = NULL; 1696 op->map = 0;
1824 op->env = where; 1697 op->env = this;
1825 op->above = NULL; 1698 op->above = 0;
1826 op->below = NULL; 1699 op->below = 0;
1827 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1828 1701
1829 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1831 { 1704 {
1832#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1836 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1837 } 1710 }
1838 1711
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function... 1713 * It sure simplifies this function...
1841 */ 1714 */
1842 if (where->inv == NULL) 1715 if (!inv)
1843 where->inv = op; 1716 inv = op;
1844 else 1717 else
1845 { 1718 {
1846 op->below = where->inv; 1719 op->below = inv;
1847 op->below->above = op; 1720 op->below->above = op;
1848 where->inv = op; 1721 inv = op;
1849 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1850 return op; 1726 return op;
1851} 1727}
1852 1728
1853/* 1729/*
1854 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1868 * 1744 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top. 1747 * on top.
1872 */ 1748 */
1873
1874int 1749int
1875check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1876{ 1751{
1877 object *tmp; 1752 object *tmp;
1878 maptile *m = op->map; 1753 maptile *m = op->map;
1905 1780
1906 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1908 */ 1783 */
1909 1784
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1911 { 1786 {
1912 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them. 1789 * we don't need to check all of them.
1915 */ 1790 */
1970/* 1845/*
1971 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1974 */ 1849 */
1975
1976object * 1850object *
1977present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1978{ 1852{
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1983 { 1854 {
1984 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL; 1856 return NULL;
1986 } 1857 }
1858
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1988 if (tmp->arch == at) 1860 if (tmp->arch == at)
1989 return tmp; 1861 return tmp;
1862
1990 return NULL; 1863 return NULL;
1991} 1864}
1992 1865
1993/* 1866/*
1994 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1997 */ 1870 */
1998
1999object * 1871object *
2000present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
2001{ 1873{
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
2006 { 1875 {
2007 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2008 return NULL; 1877 return NULL;
2009 } 1878 }
1879
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2011 if (tmp->type == type) 1881 if (tmp->type == type)
2012 return tmp; 1882 return tmp;
1883
2013 return NULL; 1884 return NULL;
2014} 1885}
2015 1886
2016/* 1887/*
2017 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2020 */ 1891 */
2021
2022object * 1892object *
2023present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2024{ 1894{
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type) 1896 if (tmp->type == type)
2030 return tmp; 1897 return tmp;
1898
2031 return NULL; 1899 return NULL;
2032} 1900}
2033 1901
2034/* 1902/*
2035 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2043 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
2046 * to be unique. 1914 * to be unique.
2047 */ 1915 */
2048
2049object * 1916object *
2050present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2051{ 1918{
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp; 1921 return tmp;
2059 } 1922
2060 return NULL; 1923 return 0;
2061} 1924}
2062 1925
2063/* 1926/*
2064 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2067 */ 1930 */
2068
2069object * 1931object *
2070present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2071{ 1933{
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2076 if (tmp->arch == at) 1935 if (tmp->arch == at)
2077 return tmp; 1936 return tmp;
1937
2078 return NULL; 1938 return NULL;
2079} 1939}
2080 1940
2081/* 1941/*
2082 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2083 */ 1943 */
2084void 1944void
2085flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2086{ 1946{
2087 object *
2088 tmp;
2089
2090 if (op->inv) 1947 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 { 1949 {
2093 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2094 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2095 } 1952 }
2096} /* 1953}
1954
1955/*
2097 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2098 */ 1957 */
2099void 1958void
2100unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2101{ 1960{
2102 object *
2103 tmp;
2104
2105 if (op->inv) 1961 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 { 1963 {
2108 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2109 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2110 } 1966 }
2111} 1967}
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
2118 */ 1974 */
2119
2120void 1975void
2121set_cheat (object *op) 1976set_cheat (object *op)
2122{ 1977{
2123 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2143 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc. 2001 * customized, changed states, etc.
2147 */ 2002 */
2148
2149int 2003int
2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{ 2005{
2152 int
2153 i,
2154 index = 0, flag; 2006 int index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2157 2008
2158 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2159 { 2010 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2161 if (!flag) 2012 if (!flag)
2162 altern[index++] = i; 2013 altern [index++] = i;
2163 2014
2164 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2171 */ 2022 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2173 stop = maxfree[i]; 2024 stop = maxfree[i];
2174 } 2025 }
2026
2175 if (!index) 2027 if (!index)
2176 return -1; 2028 return -1;
2029
2177 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2178} 2031}
2179 2032
2180/* 2033/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */ 2038 */
2186
2187int 2039int
2188find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{ 2041{
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2196 return i; 2044 return i;
2197 } 2045
2198 return -1; 2046 return -1;
2199} 2047}
2200 2048
2201/* 2049/*
2202 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2204 */ 2053 */
2205static void 2054static void
2206permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2207{ 2056{
2208 int 2057 arr += begin;
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin; 2058 end -= begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218 2059
2219 tmp = arr[i]; 2060 while (--end)
2220 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2221 arr[j] = tmp;
2222 }
2223} 2062}
2224 2063
2225/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2230 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2231 */ 2070 */
2232void 2071void
2233get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2234{ 2073{
2235 int 2074 int i;
2236 i;
2237 2075
2238 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i; 2077 search_arr[i] = i;
2241 }
2242 2078
2243 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246} 2082}
2255 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2258 * there is capable of. 2094 * there is capable of.
2259 */ 2095 */
2260
2261int 2096int
2262find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2263{ 2098{
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2267 2100
2268 sint16 nx, ny; 2101 sint16 nx, ny;
2269 object * 2102 object *tmp;
2270 tmp;
2271 maptile * 2103 maptile *mp;
2272 mp;
2273 2104
2274 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2275 2106
2276 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2277 { 2108 {
2289 mp = m; 2120 mp = m;
2290 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2291 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2292 2123
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2294 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2127 max = maxfree[i];
2297 }
2298 else 2128 else
2299 { 2129 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2301 2133
2302 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2303 {
2304 max = maxfree[i]; 2135 max = maxfree[i];
2305 }
2306 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2307 { 2137 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2309 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2312 break; 2141 break;
2313 } 2142
2314 }
2315 if (tmp) 2143 if (tmp)
2316 {
2317 return freedir[i]; 2144 return freedir[i];
2318 }
2319 } 2145 }
2320 } 2146 }
2321 } 2147 }
2148
2322 return 0; 2149 return 0;
2323} 2150}
2324 2151
2325/* 2152/*
2326 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects. 2154 * distance between the two given objects.
2328 */ 2155 */
2329
2330int 2156int
2331distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2332{ 2158{
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338} 2160}
2339 2161
2340/* 2162/*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2342 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2343 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2344 */ 2166 */
2345
2346int 2167int
2347find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2348{ 2169{
2349 int 2170 int q;
2350 q;
2351 2171
2352 if (y) 2172 if (y)
2353 q = x * 100 / y; 2173 q = x * 100 / y;
2354 else if (x) 2174 else if (x)
2355 q = -300 * x; 2175 q = -300 * x;
2390int 2210int
2391absdir (int d) 2211absdir (int d)
2392{ 2212{
2393 while (d < 1) 2213 while (d < 1)
2394 d += 8; 2214 d += 8;
2215
2395 while (d > 8) 2216 while (d > 8)
2396 d -= 8; 2217 d -= 8;
2218
2397 return d; 2219 return d;
2398} 2220}
2399 2221
2400/* 2222/*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2403 */ 2225 */
2404 2226
2405int 2227int
2406dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2407{ 2229{
2408 int 2230 int d;
2409 d;
2410 2231
2411 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2412 if (d > 4) 2233 if (d > 4)
2413 d = 8 - d; 2234 d = 8 - d;
2235
2414 return d; 2236 return d;
2415} 2237}
2416 2238
2417/* peterm: 2239/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2246 * functions.
2425 */ 2247 */
2426
2427int
2428 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2481 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2303 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2485 */ 2305 */
2486
2487
2488int 2306int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2308{
2491 sint16 dx, dy; 2309 sint16 dx, dy;
2492 int
2493 mflags; 2310 int mflags;
2494 2311
2495 if (dir < 0) 2312 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2497 2314
2498 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2511 return 0; 2328 return 0;
2512 2329
2513 /* yes, can see. */ 2330 /* yes, can see. */
2514 if (dir < 9) 2331 if (dir < 9)
2515 return 1; 2332 return 1;
2333
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2337}
2519
2520
2521 2338
2522/* 2339/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539} 2356}
2540 2357
2541
2542/* 2358/*
2543 * create clone from object to another 2359 * create clone from object to another
2544 */ 2360 */
2545object * 2361object *
2546object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2547{ 2363{
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2550 2365
2551 if (!asrc) 2366 if (!asrc)
2552 return NULL; 2367 return 0;
2368
2553 src = asrc; 2369 src = asrc;
2554 if (src->head) 2370 if (src->head)
2555 src = src->head; 2371 src = src->head;
2556 2372
2557 prev = NULL; 2373 prev = 0;
2558 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2559 { 2375 {
2560 tmp = get_object (); 2376 tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x; 2377 tmp->x -= src->x;
2563 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2564 if (!part->head) 2380 if (!part->head)
2565 { 2381 {
2566 dst = tmp; 2382 dst = tmp;
2567 tmp->head = NULL; 2383 tmp->head = 0;
2568 } 2384 }
2569 else 2385 else
2570 {
2571 tmp->head = dst; 2386 tmp->head = dst;
2572 } 2387
2573 tmp->more = NULL; 2388 tmp->more = 0;
2389
2574 if (prev) 2390 if (prev)
2575 prev->more = tmp; 2391 prev->more = tmp;
2392
2576 prev = tmp; 2393 prev = tmp;
2577 } 2394 }
2578 2395
2579 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2586/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2587/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2588/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2589/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2590/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2591
2592object * 2408object *
2593load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2594{ 2410{
2595 object *op; 2411 object *op;
2596 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2606 } 2422 }
2607 2423
2608 fprintf (tempfile, obstr); 2424 fprintf (tempfile, obstr);
2609 fclose (tempfile); 2425 fclose (tempfile);
2610 2426
2611 op = get_object (); 2427 op = object::create ();
2612 2428
2613 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2614 2430
2615 if (thawer) 2431 if (thawer)
2616 load_object (thawer, op, 0); 2432 load_object (thawer, op, 0);
2626 * returns NULL if no match. 2442 * returns NULL if no match.
2627 */ 2443 */
2628object * 2444object *
2629find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2630{ 2446{
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp; 2449 return tmp;
2636 2450
2637 return NULL; 2451 return 0;
2638} 2452}
2639 2453
2640/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL. 2455 * otherwise return NULL.
2642 * 2456 *
2644 * do the desired thing. 2458 * do the desired thing.
2645 */ 2459 */
2646key_value * 2460key_value *
2647get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2648{ 2462{
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2652 if (link->key == key) 2464 if (link->key == key)
2653 return link; 2465 return link;
2654 2466
2655 return NULL; 2467 return 0;
2656} 2468}
2657 2469
2658/* 2470/*
2659 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2660 * 2472 *
2700 * Returns TRUE on success. 2512 * Returns TRUE on success.
2701 */ 2513 */
2702int 2514int
2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{ 2516{
2705 key_value *
2706 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2707 2518
2708 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2709 { 2520 {
2710 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2711 { 2522 {
2739 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2740 2551
2741 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2742 2553
2743 if (!add_key) 2554 if (!add_key)
2744 {
2745 return FALSE; 2555 return FALSE;
2746 } 2556
2747 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2751 * should pass in "" 2561 * should pass in ""
2817 2627
2818 if (env) 2628 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820 2630
2821 if (map) 2631 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2823 2633
2824 return info; 2634 return info;
2825} 2635}
2826 2636
2827const char * 2637const char *

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