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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 1.78 by root, Fri Dec 22 16:34:00 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 ()
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 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || 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) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || 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)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
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. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
412 */ 395 */
413 396
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 object *op;
418
419 for (op = object::first; op != NULL; op = op->next) 400 for (object *op = object::first; op; op = op->next)
420 if (op->count == i) 401 if (op->count == i)
421 break; 402 return op;
422 403
423 return op; 404 return 0;
424} 405}
425 406
426/* 407/*
427 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
486 } 467 }
487 468
488 op->key_values = 0; 469 op->key_values = 0;
489} 470}
490 471
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/* 472/*
543 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
544 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
545 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
548 * will point at garbage. 478 * will point at garbage.
549 */ 479 */
550void 480void
551copy_object (object *op2, object *op) 481object::copy_to (object *dst)
552{ 482{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
555 485
556 op2->clone (op); 486 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
557 491
558 if (is_freed) 492 if (is_freed)
559 SET_FLAG (op, FLAG_FREED); 493 SET_FLAG (dst, FLAG_FREED);
494
560 if (is_removed) 495 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED); 496 SET_FLAG (dst, FLAG_REMOVED);
562 497
563 if (op2->speed < 0) 498 if (speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
565 500
566 /* Copy over key_values, if any. */ 501 /* Copy over key_values, if any. */
567 if (op2->key_values) 502 if (key_values)
568 { 503 {
569 key_value *tail = 0; 504 key_value *tail = 0;
570 key_value *i; 505 key_value *i;
571 506
572 op->key_values = 0; 507 dst->key_values = 0;
573 508
574 for (i = op2->key_values; i; i = i->next) 509 for (i = key_values; i; i = i->next)
575 { 510 {
576 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
577 512
578 new_link->next = 0; 513 new_link->next = 0;
579 new_link->key = i->key; 514 new_link->key = i->key;
580 new_link->value = i->value; 515 new_link->value = i->value;
581 516
582 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
583 if (!op->key_values) 518 if (!dst->key_values)
584 { 519 {
585 op->key_values = new_link; 520 dst->key_values = new_link;
586 tail = new_link; 521 tail = new_link;
587 } 522 }
588 else 523 else
589 { 524 {
590 tail->next = new_link; 525 tail->next = new_link;
591 tail = new_link; 526 tail = new_link;
592 } 527 }
593 } 528 }
594 } 529 }
595 530
596 update_ob_speed (op); 531 update_ob_speed (dst);
532}
533
534object *
535object::clone ()
536{
537 object *neu = create ();
538 copy_to (neu);
539 return neu;
597} 540}
598 541
599/* 542/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 543 * 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 544 * to the closest player being on the other side, this function can
709 op->active_next = NULL; 652 op->active_next = NULL;
710 op->active_prev = NULL; 653 op->active_prev = NULL;
711} 654}
712 655
713/* 656/*
714 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 659 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 660 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 661 * 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 662 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
721 * 664 *
722 * action is a hint of what the caller believes need to be done. 665 * 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: 666 * current action are:
728 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 669 * 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. 670 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
733 */ 672 */
734
735void 673void
736update_object (object *op, int action) 674update_object (object *op, int action)
737{ 675{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
740 677
741 if (op == NULL) 678 if (op == NULL)
742 { 679 {
743 /* this should never happen */ 680 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 682 return;
746 } 683 }
747 684
748 if (op->env != NULL) 685 if (op->env)
749 { 686 {
750 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
751 * to do in this case. 688 * to do in this case.
752 */ 689 */
753 return; 690 return;
767 abort (); 704 abort ();
768#endif 705#endif
769 return; 706 return;
770 } 707 }
771 708
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 709 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);
778 710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
779 if (action == UP_OBJ_INSERT) 713 else if (action == UP_OBJ_INSERT)
780 { 714 {
715 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 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)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (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) 722 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 723 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 724 || (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 725 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 726 * to have move_allow right now.
804 */ 727 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 730 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 731 }
811 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 734 * that is being removed.
814 */ 735 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 737 m.flags_ = P_NEED_UPDATE;
817 else if (action == UP_OBJ_FACE) 738 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 739 /* Nothing to do for that case */ ;
819 else 740 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 742
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) 743 if (op->more)
829 update_object (op->more, action); 744 update_object (op->more, action);
830} 745}
831 746
832object::vector object::mortals; 747object::vector object::mortals;
833object::vector object::objects; // not yet used 748object::vector object::objects; // not yet used
841 else 756 else
842 { 757 {
843 delete *i; 758 delete *i;
844 mortals.erase (i); 759 mortals.erase (i);
845 } 760 }
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} 761}
855 762
856object::object () 763object::object ()
857{ 764{
858 SET_FLAG (this, FLAG_REMOVED); 765 SET_FLAG (this, FLAG_REMOVED);
917 824
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 825 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919 remove_friendly_object (this); 826 remove_friendly_object (this);
920 827
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 828 if (!QUERY_FLAG (this, FLAG_REMOVED))
922 remove_ob (this); 829 remove ();
923 830
924 SET_FLAG (this, FLAG_FREED); 831 SET_FLAG (this, FLAG_FREED);
925 832
926 if (more) 833 if (more)
927 { 834 {
952 859
953 while (op) 860 while (op)
954 { 861 {
955 object *tmp = op->below; 862 object *tmp = op->below;
956 863
957 remove_ob (op); 864 op->remove ();
958 865
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 866 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)) 867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op); 868 op->destroy ();
962 else 869 else
963 { 870 {
964 op->x = x; 871 op->x = x;
965 op->y = y; 872 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
969 op = tmp; 876 op = tmp;
970 } 877 }
971 } 878 }
972 } 879 }
973 880
881 // hack to ensure that freed objects still have a valid map
882 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes
884
885 if (!freed_map)
886 {
887 freed_map = new maptile;
888
889 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3;
891 freed_map->height = 3;
892
893 freed_map->allocate ();
894 }
895
896 map = freed_map;
897 x = 1;
898 y = 1;
899 }
900
974 // clear those pointers that likely might have circular references to us 901 // clear those pointers that likely might have circular references to us
975 owner = 0; 902 owner = 0;
976 enemy = 0; 903 enemy = 0;
977 attacked_by = 0; 904 attacked_by = 0;
978 905
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; 949 int check_walk_off;
1025 maptile *m;
1026 950
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED)) 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1030 return; 952 return;
1031 953
1032 SET_FLAG (op, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
1033 955
1034 if (op->more != NULL) 956 if (more)
1035 remove_ob (op->more); 957 more->remove ();
1036 958
1037 /* 959 /*
1038 * In this case, the object to be removed is in someones 960 * In this case, the object to be removed is in someones
1039 * inventory. 961 * inventory.
1040 */ 962 */
1041 if (op->env != NULL) 963 if (env)
1042 { 964 {
1043 if (op->nrof) 965 if (nrof)
1044 sub_weight (op->env, op->weight * op->nrof); 966 sub_weight (env, weight * nrof);
1045 else 967 else
1046 sub_weight (op->env, op->weight + op->carrying); 968 sub_weight (env, weight + carrying);
1047 969
1048 /* NO_FIX_PLAYER is set when a great many changes are being 970 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 972 * to save cpu time.
1051 */ 973 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp); 975 otmp->update_stats ();
1054 976
1055 if (op->above != NULL) 977 if (above != NULL)
1056 op->above->below = op->below; 978 above->below = below;
1057 else 979 else
1058 op->env->inv = op->below; 980 env->inv = below;
1059 981
1060 if (op->below != NULL) 982 if (below != NULL)
1061 op->below->above = op->above; 983 below->above = above;
1062 984
1063 /* we set up values so that it could be inserted into 985 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 986 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 987 * to the caller to decide what we want to do.
1066 */ 988 */
1067 op->x = op->env->x, op->y = op->env->y; 989 x = env->x, y = env->y;
1068 op->map = op->env->map; 990 map = env->map;
1069 op->above = NULL, op->below = NULL; 991 above = 0, below = 0;
1070 op->env = NULL; 992 env = 0;
1071 } 993 }
1072 else if (op->map) 994 else if (map)
1073 { 995 {
1074 x = op->x;
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 }
1088
1089 if (op->map != m)
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 996 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about 997 * lots of logic for things we no longer care about
1095 */ 998 */
1096 999
1097 /* link the object above us */ 1000 /* link the object above us */
1098 if (op->above) 1001 if (above)
1099 op->above->below = op->below; 1002 above->below = below;
1100 else 1003 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1004 map->at (x, y).top = below; /* we were top, set new top */
1102 1005
1103 /* Relink the object below us, if there is one */ 1006 /* Relink the object below us, if there is one */
1104 if (op->below) 1007 if (below)
1105 op->below->above = op->above; 1008 below->above = above;
1106 else 1009 else
1107 { 1010 {
1108 /* Nothing below, which means we need to relink map object for this space 1011 /* 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 1012 * use translated coordinates in case some oddness with map tiling is
1110 * evident 1013 * evident
1111 */ 1014 */
1112 if (GET_MAP_OB (m, x, y) != op) 1015 if (GET_MAP_OB (map, x, y) != this)
1113 { 1016 {
1114 char *dump = dump_object (op); 1017 char *dump = dump_object (this);
1115 LOG (llevError, 1018 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); 1019 "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); 1020 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y)); 1021 dump = dump_object (GET_MAP_OB (map, x, y));
1119 LOG (llevError, "%s\n", dump); 1022 LOG (llevError, "%s\n", dump);
1120 free (dump); 1023 free (dump);
1121 } 1024 }
1122 1025
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1026 map->at (x, y).bottom = above; /* goes on above it. */
1124 } 1027 }
1125 1028
1126 op->above = 0; 1029 above = 0;
1127 op->below = 0; 1030 below = 0;
1128 1031
1129 if (op->map->in_memory == MAP_SAVING) 1032 if (map->in_memory == MAP_SAVING)
1130 return; 1033 return;
1131 1034
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1133 1036
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1135 { 1038 {
1136 /* No point updating the players look faces if he is the object 1039 /* No point updating the players look faces if he is the object
1137 * being removed. 1040 * being removed.
1138 */ 1041 */
1139 1042
1140 if (tmp->type == PLAYER && tmp != op) 1043 if (tmp->type == PLAYER && tmp != this)
1141 { 1044 {
1142 /* If a container that the player is currently using somehow gets 1045 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1046 * removed (most likely destroyed), update the player view
1144 * appropriately. 1047 * appropriately.
1145 */ 1048 */
1146 if (tmp->container == op) 1049 if (tmp->container == this)
1147 { 1050 {
1148 CLEAR_FLAG (op, FLAG_APPLIED); 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1149 tmp->container = NULL; 1052 tmp->container = 0;
1150 } 1053 }
1151 1054
1152 tmp->contr->socket.update_look = 1; 1055 tmp->contr->ns->floorbox_update ();
1153 } 1056 }
1154 1057
1155 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1156 if (check_walk_off 1059 if (check_walk_off
1157 && ((op->move_type & tmp->move_off) 1060 && ((move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 { 1062 {
1160 move_apply (tmp, op, NULL); 1063 move_apply (tmp, this, 0);
1161 1064
1162 if (op->destroyed ()) 1065 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1067 }
1165 1068
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167 1070
1168 if (tmp->above == tmp) 1071 if (tmp->above == tmp)
1169 tmp->above = NULL; 1072 tmp->above = 0;
1170 1073
1171 last = tmp; 1074 last = tmp;
1172 } 1075 }
1173 1076
1174 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1175 if (last == NULL) 1078 if (!last)
1176 { 1079 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 1080 else
1186 update_object (last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1187 1082
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1189 update_all_los (op->map, op->x, op->y); 1084 update_all_los (map, x, y);
1190 } 1085 }
1191} 1086}
1192 1087
1193/* 1088/*
1194 * merge_ob(op,top): 1089 * merge_ob(op,top):
1209 1104
1210 for (; top != NULL; top = top->below) 1105 for (; top != NULL; top = top->below)
1211 { 1106 {
1212 if (top == op) 1107 if (top == op)
1213 continue; 1108 continue;
1214 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1215 { 1111 {
1216 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1217 1113
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op); 1116 op->destroy ();
1221 free_object (op);
1222 return top; 1117 return top;
1223 } 1118 }
1224 } 1119 }
1225 1120
1226 return 0; 1121 return 0;
1353 1248
1354 /* this has to be done after we translate the coordinates. 1249 /* this has to be done after we translate the coordinates.
1355 */ 1250 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1251 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1253 if (object::can_merge (op, tmp))
1359 { 1254 {
1360 op->nrof += tmp->nrof; 1255 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1256 tmp->destroy ();
1362 free_object (tmp);
1363 } 1257 }
1364 1258
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1259 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1260 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1261
1380 op->below = originator->below; 1274 op->below = originator->below;
1381 1275
1382 if (op->below) 1276 if (op->below)
1383 op->below->above = op; 1277 op->below->above = op;
1384 else 1278 else
1385 SET_MAP_OB (op->map, op->x, op->y, op); 1279 op->ms ().bottom = op;
1386 1280
1387 /* since *below* originator, no need to update top */ 1281 /* since *below* originator, no need to update top */
1388 originator->below = op; 1282 originator->below = op;
1389 } 1283 }
1390 else 1284 else
1436 * If INS_ON_TOP is used, don't do this processing 1330 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1331 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1332 * stacking is a bit odd.
1439 */ 1333 */
1440 if (!(flag & INS_ON_TOP) && 1334 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)) 1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 { 1336 {
1443 for (last = top; last != floor; last = last->below) 1337 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break; 1339 break;
1446 /* Check to see if we found the object that blocks view, 1340 /* Check to see if we found the object that blocks view,
1469 1363
1470 if (op->above) 1364 if (op->above)
1471 op->above->below = op; 1365 op->above->below = op;
1472 1366
1473 op->below = NULL; 1367 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1368 op->ms ().bottom = op;
1475 } 1369 }
1476 else 1370 else
1477 { /* get inserted into the stack above top */ 1371 { /* get inserted into the stack above top */
1478 op->above = top->above; 1372 op->above = top->above;
1479 1373
1483 op->below = top; 1377 op->below = top;
1484 top->above = op; 1378 top->above = op;
1485 } 1379 }
1486 1380
1487 if (op->above == NULL) 1381 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1382 op->ms ().top = op;
1489 } /* else not INS_BELOW_ORIGINATOR */ 1383 } /* else not INS_BELOW_ORIGINATOR */
1490 1384
1491 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1492 op->contr->do_los = 1; 1386 op->contr->do_los = 1;
1493 1387
1494 /* If we have a floor, we know the player, if any, will be above 1388 /* 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. 1389 * it, so save a few ticks and start from there.
1496 */ 1390 */
1497 if (!(flag & INS_MAP_LOAD)) 1391 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1392 if (object *pl = op->ms ().player ())
1499 if (tmp->type == PLAYER) 1393 pl->contr->ns->floorbox_update ();
1500 tmp->contr->socket.update_look = 1;
1501 1394
1502 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1513 1406
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1516 1409
1517 /* Don't know if moving this to the end will break anything. However, 1410 /* 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. 1411 * we want to have floorbox_update called before calling this.
1519 * 1412 *
1520 * check_move_on() must be after this because code called from 1413 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1414 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1415 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1416 * update_object().
1539 1432
1540 return op; 1433 return op;
1541} 1434}
1542 1435
1543/* this function inserts an object in the map, but if it 1436/* 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. 1437 * 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. 1438 * op is the object to insert it under: supplies x and the map.
1546 */ 1439 */
1547void 1440void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1549{ 1442{
1550 object * 1443 object *tmp, *tmp1;
1551 tmp;
1552 object *
1553 tmp1;
1554 1444
1555 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1556 1446
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1447 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 */ 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 { 1449 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1450
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1451 tmp1 = arch_to_object (archetype::find (arch_string));
1567 1452
1568 tmp1->x = op->x; 1453 tmp1->x = op->x;
1569 tmp1->y = op->y; 1454 tmp1->y = op->y;
1579 */ 1464 */
1580 1465
1581object * 1466object *
1582get_split_ob (object *orig_ob, uint32 nr) 1467get_split_ob (object *orig_ob, uint32 nr)
1583{ 1468{
1584 object * 1469 object *newob;
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588 1471
1589 if (orig_ob->nrof < nr) 1472 if (orig_ob->nrof < nr)
1590 { 1473 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL; 1475 return NULL;
1593 } 1476 }
1594 1477
1595 newob = object_create_clone (orig_ob); 1478 newob = object_create_clone (orig_ob);
1596 1479
1597 if ((orig_ob->nrof -= nr) < 1) 1480 if ((orig_ob->nrof -= nr) < 1)
1598 { 1481 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) 1482 else if (!is_removed)
1604 { 1483 {
1605 if (orig_ob->env != NULL) 1484 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr); 1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1637 if (i > op->nrof) 1516 if (i > op->nrof)
1638 i = op->nrof; 1517 i = op->nrof;
1639 1518
1640 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i; 1520 op->nrof -= i;
1642 else if (op->env != NULL) 1521 else if (op->env)
1643 { 1522 {
1644 /* is this object in the players inventory, or sub container 1523 /* is this object in the players inventory, or sub container
1645 * therein? 1524 * therein?
1646 */ 1525 */
1647 tmp = is_player_inv (op->env); 1526 tmp = op->in_player ();
1648 /* nope. Is this a container the player has opened? 1527 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player. 1528 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly 1529 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map, 1530 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player. 1531 * and then searching the map for a player.
1653 */ 1532 */
1654 if (!tmp) 1533 if (!tmp)
1655 { 1534 {
1656 for (pl = first_player; pl; pl = pl->next) 1535 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env) 1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1658 break; 1539 break;
1659 if (pl) 1540 }
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 } 1541 }
1664 1542
1665 if (i < op->nrof) 1543 if (i < op->nrof)
1666 { 1544 {
1667 sub_weight (op->env, op->weight * i); 1545 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i; 1546 op->nrof -= i;
1669 if (tmp) 1547 if (tmp)
1670 {
1671 esrv_send_item (tmp, op); 1548 esrv_send_item (tmp, op);
1672 }
1673 } 1549 }
1674 else 1550 else
1675 { 1551 {
1676 remove_ob (op); 1552 op->remove ();
1677 op->nrof = 0; 1553 op->nrof = 0;
1678 if (tmp) 1554 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count); 1555 esrv_del_item (tmp->contr, op->count);
1681 }
1682 } 1556 }
1683 } 1557 }
1684 else 1558 else
1685 { 1559 {
1686 object *above = op->above; 1560 object *above = op->above;
1687 1561
1688 if (i < op->nrof) 1562 if (i < op->nrof)
1689 op->nrof -= i; 1563 op->nrof -= i;
1690 else 1564 else
1691 { 1565 {
1692 remove_ob (op); 1566 op->remove ();
1693 op->nrof = 0; 1567 op->nrof = 0;
1694 } 1568 }
1695 1569
1696 /* Since we just removed op, op->above is null */ 1570 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above) 1571 for (tmp = above; tmp; tmp = tmp->above)
1698 if (tmp->type == PLAYER) 1572 if (tmp->type == PLAYER)
1699 { 1573 {
1700 if (op->nrof) 1574 if (op->nrof)
1701 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1702 else 1576 else
1706 1580
1707 if (op->nrof) 1581 if (op->nrof)
1708 return op; 1582 return op;
1709 else 1583 else
1710 { 1584 {
1711 free_object (op); 1585 op->destroy ();
1712 return NULL; 1586 return 0;
1713 } 1587 }
1714} 1588}
1715 1589
1716/* 1590/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1729 op->carrying += weight; 1603 op->carrying += weight;
1730 op = op->env; 1604 op = op->env;
1731 } 1605 }
1732} 1606}
1733 1607
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 * 1608object *
1749insert_ob_in_ob (object *op, object *where) 1609insert_ob_in_ob (object *op, object *where)
1750{ 1610{
1751 object * 1611 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 { 1612 {
1765 char *dump = dump_object (op); 1613 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1615 free (dump);
1768 return op; 1616 return op;
1769 } 1617 }
1770 1618
1771 if (where->head) 1619 if (where->head)
1772 { 1620 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1622 where = where->head;
1775 } 1623 }
1624
1625 return where->insert (op);
1626}
1627
1628/*
1629 * env->insert (op)
1630 * This function inserts the object op in the linked list
1631 * inside the object environment.
1632 *
1633 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero
1635 */
1636
1637object *
1638object::insert (object *op)
1639{
1640 object *tmp, *otmp;
1641
1642 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 op->remove ();
1776 1644
1777 if (op->more) 1645 if (op->more)
1778 { 1646 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1647 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1648 return op;
1782 1650
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1785 if (op->nrof) 1653 if (op->nrof)
1786 { 1654 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1655 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1656 if (object::can_merge (tmp, op))
1789 { 1657 {
1790 /* return the original object and remove inserted object 1658 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1659 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1660 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1661 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight. 1662 * tmp->nrof, we need to increase the weight.
1795 */ 1663 */
1796 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1665 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */ 1666 op->destroy (); /* free the inserted object */
1799 op = tmp; 1667 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1668 op->remove (); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED); 1669 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break; 1670 break;
1803 } 1671 }
1804 1672
1805 /* I assume combined objects have no inventory 1673 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed 1674 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract 1675 * (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 1676 * the weight, so we need to add it in again, since we actually do
1809 * the linking below 1677 * the linking below
1810 */ 1678 */
1811 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1812 } 1680 }
1813 else 1681 else
1814 add_weight (where, (op->weight + op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1815 1683
1816 otmp = is_player_inv (where); 1684 otmp = this->in_player ();
1817 if (otmp && otmp->contr != NULL) 1685 if (otmp && otmp->contr)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp); 1687 otmp->update_stats ();
1821 }
1822 1688
1823 op->map = NULL; 1689 op->map = 0;
1824 op->env = where; 1690 op->env = this;
1825 op->above = NULL; 1691 op->above = 0;
1826 op->below = NULL; 1692 op->below = 0;
1827 op->x = 0, op->y = 0; 1693 op->x = 0, op->y = 0;
1828 1694
1829 /* reset the light list and los of the players on the map */ 1695 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1696 if ((op->glow_radius != 0) && map)
1831 { 1697 {
1832#ifdef DEBUG_LIGHTS 1698#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */ 1700#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map)) 1701 if (MAP_DARKNESS (map))
1836 update_all_los (where->map, where->x, where->y); 1702 update_all_los (map, x, y);
1837 } 1703 }
1838 1704
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1705 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function... 1706 * It sure simplifies this function...
1841 */ 1707 */
1842 if (where->inv == NULL) 1708 if (!inv)
1843 where->inv = op; 1709 inv = op;
1844 else 1710 else
1845 { 1711 {
1846 op->below = where->inv; 1712 op->below = inv;
1847 op->below->above = op; 1713 op->below->above = op;
1848 where->inv = op; 1714 inv = op;
1849 } 1715 }
1716
1850 return op; 1717 return op;
1851} 1718}
1852 1719
1853/* 1720/*
1854 * Checks if any objects has a move_type that matches objects 1721 * Checks if any objects has a move_type that matches objects
2167 * if the space being examined only has a wall to the north and empty 2034 * 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 2035 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2171 */ 2038 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2173 stop = maxfree[i]; 2040 stop = maxfree[i];
2174 } 2041 }
2042
2175 if (!index) 2043 if (!index)
2176 return -1; 2044 return -1;
2045
2177 return altern[RANDOM () % index]; 2046 return altern[RANDOM () % index];
2178} 2047}
2179 2048
2180/* 2049/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2289 mp = m; 2158 mp = m;
2290 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2291 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2292 2161
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2294 if (mflags & P_OUT_OF_MAP) 2164 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2165 max = maxfree[i];
2297 }
2298 else 2166 else
2299 { 2167 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2301 2169
2302 if ((move_type & blocked) == move_type) 2170 if ((move_type & blocked) == move_type)
2303 {
2304 max = maxfree[i]; 2171 max = maxfree[i];
2305 }
2306 else if (mflags & P_IS_ALIVE) 2172 else if (mflags & P_IS_ALIVE)
2307 { 2173 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2309 {
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2312 break; 2176 break;
2313 } 2177
2314 }
2315 if (tmp) 2178 if (tmp)
2316 {
2317 return freedir[i]; 2179 return freedir[i];
2318 }
2319 } 2180 }
2320 } 2181 }
2321 } 2182 }
2183
2322 return 0; 2184 return 0;
2323} 2185}
2324 2186
2325/* 2187/*
2326 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2328 */ 2190 */
2329 2191
2330int 2192int
2331distance (const object *ob1, const object *ob2) 2193distance (const object *ob1, const object *ob2)
2332{ 2194{
2333 int 2195 int i;
2334 i;
2335 2196
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i; 2198 return i;
2338} 2199}
2339 2200
2344 */ 2205 */
2345 2206
2346int 2207int
2347find_dir_2 (int x, int y) 2208find_dir_2 (int x, int y)
2348{ 2209{
2349 int 2210 int q;
2350 q;
2351 2211
2352 if (y) 2212 if (y)
2353 q = x * 100 / y; 2213 q = x * 100 / y;
2354 else if (x) 2214 else if (x)
2355 q = -300 * x; 2215 q = -300 * x;
2481 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2343 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2485 */ 2345 */
2486
2487
2488int 2346int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2348{
2491 sint16 dx, dy; 2349 sint16 dx, dy;
2492 int
2493 mflags; 2350 int mflags;
2494 2351
2495 if (dir < 0) 2352 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2497 2354
2498 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2511 return 0; 2368 return 0;
2512 2369
2513 /* yes, can see. */ 2370 /* yes, can see. */
2514 if (dir < 9) 2371 if (dir < 9)
2515 return 1; 2372 return 1;
2373
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2374 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]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2377}
2519
2520
2521 2378
2522/* 2379/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2380 * 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 2381 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (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)); 2395 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539} 2396}
2540 2397
2541
2542/* 2398/*
2543 * create clone from object to another 2399 * create clone from object to another
2544 */ 2400 */
2545object * 2401object *
2546object_create_clone (object *asrc) 2402object_create_clone (object *asrc)
2547{ 2403{
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item; 2404 object *dst = 0, *tmp, *src, *part, *prev, *item;
2550 2405
2551 if (!asrc) 2406 if (!asrc)
2552 return NULL; 2407 return 0;
2408
2553 src = asrc; 2409 src = asrc;
2554 if (src->head) 2410 if (src->head)
2555 src = src->head; 2411 src = src->head;
2556 2412
2557 prev = NULL; 2413 prev = 0;
2558 for (part = src; part; part = part->more) 2414 for (part = src; part; part = part->more)
2559 { 2415 {
2560 tmp = get_object (); 2416 tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x; 2417 tmp->x -= src->x;
2563 tmp->y -= src->y; 2418 tmp->y -= src->y;
2419
2564 if (!part->head) 2420 if (!part->head)
2565 { 2421 {
2566 dst = tmp; 2422 dst = tmp;
2567 tmp->head = NULL; 2423 tmp->head = 0;
2568 } 2424 }
2569 else 2425 else
2570 {
2571 tmp->head = dst; 2426 tmp->head = dst;
2572 } 2427
2573 tmp->more = NULL; 2428 tmp->more = 0;
2429
2574 if (prev) 2430 if (prev)
2575 prev->more = tmp; 2431 prev->more = tmp;
2432
2576 prev = tmp; 2433 prev = tmp;
2577 } 2434 }
2578 2435
2579 for (item = src->inv; item; item = item->below) 2436 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2437 insert_ob_in_ob (object_create_clone (item), dst);
2606 } 2463 }
2607 2464
2608 fprintf (tempfile, obstr); 2465 fprintf (tempfile, obstr);
2609 fclose (tempfile); 2466 fclose (tempfile);
2610 2467
2611 op = get_object (); 2468 op = object::create ();
2612 2469
2613 object_thawer thawer (filename); 2470 object_thawer thawer (filename);
2614 2471
2615 if (thawer) 2472 if (thawer)
2616 load_object (thawer, op, 0); 2473 load_object (thawer, op, 0);

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