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Comparing deliantra/server/common/object.C (file contents):
Revision 1.56 by root, Sun Dec 3 02:04:57 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 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
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; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * 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,
545 * 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
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 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));
555 491
556 if (is_freed) 492 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 493 SET_FLAG (dst, FLAG_FREED);
494
558 if (is_removed) 495 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 496 SET_FLAG (dst, FLAG_REMOVED);
560 497
561 if (op2->speed < 0) 498 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 500
564 /* Copy over key_values, if any. */ 501 /* Copy over key_values, if any. */
565 if (op2->key_values) 502 if (key_values)
566 { 503 {
567 key_value *tail = 0; 504 key_value *tail = 0;
568 key_value *i; 505 key_value *i;
569 506
570 op->key_values = 0; 507 dst->key_values = 0;
571 508
572 for (i = op2->key_values; i; i = i->next) 509 for (i = key_values; i; i = i->next)
573 { 510 {
574 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
575 512
576 new_link->next = 0; 513 new_link->next = 0;
577 new_link->key = i->key; 514 new_link->key = i->key;
578 new_link->value = i->value; 515 new_link->value = i->value;
579 516
580 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
581 if (!op->key_values) 518 if (!dst->key_values)
582 { 519 {
583 op->key_values = new_link; 520 dst->key_values = new_link;
584 tail = new_link; 521 tail = new_link;
585 } 522 }
586 else 523 else
587 { 524 {
588 tail->next = new_link; 525 tail->next = new_link;
589 tail = new_link; 526 tail = new_link;
590 } 527 }
591 } 528 }
592 } 529 }
593 530
594 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;
595} 540}
596 541
597/* 542/*
598 * 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
599 * 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
707 op->active_next = NULL; 652 op->active_next = NULL;
708 op->active_prev = NULL; 653 op->active_prev = NULL;
709} 654}
710 655
711/* 656/*
712 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
714 * 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
715 * invisible object, etc...) 660 * invisible object, etc...)
716 * 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
717 * 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
718 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
719 * 664 *
720 * 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.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 666 * current action are:
726 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
728 * 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
729 * 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.
730 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
731 */ 672 */
732
733void 673void
734update_object (object *op, int action) 674update_object (object *op, int action)
735{ 675{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
738 677
739 if (op == NULL) 678 if (op == NULL)
740 { 679 {
741 /* this should never happen */ 680 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 682 return;
744 } 683 }
745 684
746 if (op->env != NULL) 685 if (op->env)
747 { 686 {
748 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
749 * to do in this case. 688 * to do in this case.
750 */ 689 */
751 return; 690 return;
765 abort (); 704 abort ();
766#endif 705#endif
767 return; 706 return;
768 } 707 }
769 708
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 709 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
777 if (action == UP_OBJ_INSERT) 713 else if (action == UP_OBJ_INSERT)
778 { 714 {
715 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 722 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 723 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 724 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 725 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 726 * to have move_allow right now.
802 */ 727 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 730 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 731 }
809 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 734 * that is being removed.
812 */ 735 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 737 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 738 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 739 /* Nothing to do for that case */ ;
817 else 740 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 742
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 743 if (op->more)
827 update_object (op->more, action); 744 update_object (op->more, action);
828} 745}
829 746
830object::vector object::mortals; 747object::vector object::mortals;
831object::vector object::objects; // not yet used 748object::vector object::objects; // not yet used
839 else 756 else
840 { 757 {
841 delete *i; 758 delete *i;
842 mortals.erase (i); 759 mortals.erase (i);
843 } 760 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 761}
853 762
854object::object () 763object::object ()
855{ 764{
856 SET_FLAG (this, FLAG_REMOVED); 765 SET_FLAG (this, FLAG_REMOVED);
915 824
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 825 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this); 826 remove_friendly_object (this);
918 827
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 828 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this); 829 remove ();
921 830
922 SET_FLAG (this, FLAG_FREED); 831 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 {
930 freed_map = new maptile;
931
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935
936 freed_map->allocate ();
937 }
938
939 map = freed_map;
940 x = 1;
941 y = 1;
942 }
943 832
944 if (more) 833 if (more)
945 { 834 {
946 more->destroy (destroy_inventory); 835 more->destroy (destroy_inventory);
947 more = 0; 836 more = 0;
970 859
971 while (op) 860 while (op)
972 { 861 {
973 object *tmp = op->below; 862 object *tmp = op->below;
974 863
975 remove_ob (op); 864 op->remove ();
976 865
977 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
978 || 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))
979 free_object (op); 868 op->destroy ();
980 else 869 else
981 { 870 {
982 op->x = x; 871 op->x = x;
983 op->y = y; 872 op->y = y;
984 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 */
987 op = tmp; 876 op = tmp;
988 } 877 }
989 } 878 }
990 } 879 }
991 880
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
992 // clear those pointers that likely might have circular references to us 901 // clear those pointers that likely might have circular references to us
993 owner = 0; 902 owner = 0;
994 enemy = 0; 903 enemy = 0;
995 attacked_by = 0; 904 attacked_by = 0;
996 905
1008 917
1009/* 918/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1011 * 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)).
1012 */ 921 */
1013
1014void 922void
1015sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
1016{ 924{
1017 while (op != NULL) 925 while (op != NULL)
1018 { 926 {
1022 op->carrying -= weight; 930 op->carrying -= weight;
1023 op = op->env; 931 op = op->env;
1024 } 932 }
1025} 933}
1026 934
1027/* remove_ob(op): 935/* op->remove ():
1028 * 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
1029 * 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
1030 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 940 * the previous environment.
1033 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1034 */ 942 */
1035
1036void 943void
1037remove_ob (object *op) 944object::remove ()
1038{ 945{
1039 object *tmp, *last = 0; 946 object *tmp, *last = 0;
1040 object *otmp; 947 object *otmp;
1041 948
1042 int check_walk_off; 949 int check_walk_off;
1043 maptile *m;
1044 950
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 952 return;
1049 953
1050 SET_FLAG (op, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
1051 955
1052 if (op->more != NULL) 956 if (more)
1053 remove_ob (op->more); 957 more->remove ();
1054 958
1055 /* 959 /*
1056 * In this case, the object to be removed is in someones 960 * In this case, the object to be removed is in someones
1057 * inventory. 961 * inventory.
1058 */ 962 */
1059 if (op->env != NULL) 963 if (env)
1060 { 964 {
1061 if (op->nrof) 965 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 966 sub_weight (env, weight * nrof);
1063 else 967 else
1064 sub_weight (op->env, op->weight + op->carrying); 968 sub_weight (env, weight + carrying);
1065 969
1066 /* 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
1067 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 972 * to save cpu time.
1069 */ 973 */
1070 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))
1071 fix_player (otmp); 975 otmp->update_stats ();
1072 976
1073 if (op->above != NULL) 977 if (above != NULL)
1074 op->above->below = op->below; 978 above->below = below;
1075 else 979 else
1076 op->env->inv = op->below; 980 env->inv = below;
1077 981
1078 if (op->below != NULL) 982 if (below != NULL)
1079 op->below->above = op->above; 983 below->above = above;
1080 984
1081 /* we set up values so that it could be inserted into 985 /* we set up values so that it could be inserted into
1082 * 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
1083 * to the caller to decide what we want to do. 987 * to the caller to decide what we want to do.
1084 */ 988 */
1085 op->x = op->env->x, op->y = op->env->y; 989 x = env->x, y = env->y;
1086 op->map = op->env->map; 990 map = env->map;
1087 op->above = NULL, op->below = NULL; 991 above = 0, below = 0;
1088 op->env = NULL; 992 env = 0;
1089 } 993 }
1090 else if (op->map) 994 else if (map)
1091 { 995 {
1092 x = op->x;
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 }
1106
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* 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
1112 * lots of logic for things we no longer care about 997 * lots of logic for things we no longer care about
1113 */ 998 */
1114 999
1115 /* link the object above us */ 1000 /* link the object above us */
1116 if (op->above) 1001 if (above)
1117 op->above->below = op->below; 1002 above->below = below;
1118 else 1003 else
1119 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 */
1120 1005
1121 /* Relink the object below us, if there is one */ 1006 /* Relink the object below us, if there is one */
1122 if (op->below) 1007 if (below)
1123 op->below->above = op->above; 1008 below->above = above;
1124 else 1009 else
1125 { 1010 {
1126 /* 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
1127 * use translated coordinates in case some oddness with map tiling is 1012 * use translated coordinates in case some oddness with map tiling is
1128 * evident 1013 * evident
1129 */ 1014 */
1130 if (GET_MAP_OB (m, x, y) != op) 1015 if (GET_MAP_OB (map, x, y) != this)
1131 { 1016 {
1132 char *dump = dump_object (op); 1017 char *dump = dump_object (this);
1133 LOG (llevError, 1018 LOG (llevError,
1134 "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);
1135 free (dump); 1020 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y)); 1021 dump = dump_object (GET_MAP_OB (map, x, y));
1137 LOG (llevError, "%s\n", dump); 1022 LOG (llevError, "%s\n", dump);
1138 free (dump); 1023 free (dump);
1139 } 1024 }
1140 1025
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1026 map->at (x, y).bottom = above; /* goes on above it. */
1142 } 1027 }
1143 1028
1144 op->above = 0; 1029 above = 0;
1145 op->below = 0; 1030 below = 0;
1146 1031
1147 if (op->map->in_memory == MAP_SAVING) 1032 if (map->in_memory == MAP_SAVING)
1148 return; 1033 return;
1149 1034
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1151 1036
1152 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)
1153 { 1038 {
1154 /* 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
1155 * being removed. 1040 * being removed.
1156 */ 1041 */
1157 1042
1158 if (tmp->type == PLAYER && tmp != op) 1043 if (tmp->type == PLAYER && tmp != this)
1159 { 1044 {
1160 /* If a container that the player is currently using somehow gets 1045 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view 1046 * removed (most likely destroyed), update the player view
1162 * appropriately. 1047 * appropriately.
1163 */ 1048 */
1164 if (tmp->container == op) 1049 if (tmp->container == this)
1165 { 1050 {
1166 CLEAR_FLAG (op, FLAG_APPLIED); 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1167 tmp->container = NULL; 1052 tmp->container = 0;
1168 } 1053 }
1169 1054
1170 tmp->contr->socket.update_look = 1; 1055 tmp->contr->ns->floorbox_update ();
1171 } 1056 }
1172 1057
1173 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1174 if (check_walk_off 1059 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1060 && ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 { 1062 {
1178 move_apply (tmp, op, NULL); 1063 move_apply (tmp, this, 0);
1179 1064
1180 if (op->destroyed ()) 1065 if (destroyed ())
1181 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 ());
1182 } 1067 }
1183 1068
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185 1070
1186 if (tmp->above == tmp) 1071 if (tmp->above == tmp)
1187 tmp->above = NULL; 1072 tmp->above = 0;
1188 1073
1189 last = tmp; 1074 last = tmp;
1190 } 1075 }
1191 1076
1192 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1193 if (last == NULL) 1078 if (!last)
1194 { 1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else 1080 else
1204 update_object (last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1205 1082
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1084 update_all_los (map, x, y);
1208 } 1085 }
1209} 1086}
1210 1087
1211/* 1088/*
1212 * merge_ob(op,top): 1089 * merge_ob(op,top):
1227 1104
1228 for (; top != NULL; top = top->below) 1105 for (; top != NULL; top = top->below)
1229 { 1106 {
1230 if (top == op) 1107 if (top == op)
1231 continue; 1108 continue;
1232 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1233 { 1111 {
1234 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1235 1113
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1116 op->destroy ();
1239 free_object (op);
1240 return top; 1117 return top;
1241 } 1118 }
1242 } 1119 }
1243 1120
1244 return 0; 1121 return 0;
1371 1248
1372 /* this has to be done after we translate the coordinates. 1249 /* this has to be done after we translate the coordinates.
1373 */ 1250 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1251 if (op->nrof && !(flag & INS_NO_MERGE))
1375 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)
1376 if (CAN_MERGE (op, tmp)) 1253 if (object::can_merge (op, tmp))
1377 { 1254 {
1378 op->nrof += tmp->nrof; 1255 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1256 tmp->destroy ();
1380 free_object (tmp);
1381 } 1257 }
1382 1258
1383 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 */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1260 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1261
1398 op->below = originator->below; 1274 op->below = originator->below;
1399 1275
1400 if (op->below) 1276 if (op->below)
1401 op->below->above = op; 1277 op->below->above = op;
1402 else 1278 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1279 op->ms ().bottom = op;
1404 1280
1405 /* since *below* originator, no need to update top */ 1281 /* since *below* originator, no need to update top */
1406 originator->below = op; 1282 originator->below = op;
1407 } 1283 }
1408 else 1284 else
1454 * If INS_ON_TOP is used, don't do this processing 1330 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1331 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1332 * stacking is a bit odd.
1457 */ 1333 */
1458 if (!(flag & INS_ON_TOP) && 1334 if (!(flag & INS_ON_TOP) &&
1459 (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))
1460 { 1336 {
1461 for (last = top; last != floor; last = last->below) 1337 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1339 break;
1464 /* Check to see if we found the object that blocks view, 1340 /* Check to see if we found the object that blocks view,
1487 1363
1488 if (op->above) 1364 if (op->above)
1489 op->above->below = op; 1365 op->above->below = op;
1490 1366
1491 op->below = NULL; 1367 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1368 op->ms ().bottom = op;
1493 } 1369 }
1494 else 1370 else
1495 { /* get inserted into the stack above top */ 1371 { /* get inserted into the stack above top */
1496 op->above = top->above; 1372 op->above = top->above;
1497 1373
1501 op->below = top; 1377 op->below = top;
1502 top->above = op; 1378 top->above = op;
1503 } 1379 }
1504 1380
1505 if (op->above == NULL) 1381 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1382 op->ms ().top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1383 } /* else not INS_BELOW_ORIGINATOR */
1508 1384
1509 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1510 op->contr->do_los = 1; 1386 op->contr->do_los = 1;
1511 1387
1512 /* 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
1513 * it, so save a few ticks and start from there. 1389 * it, so save a few ticks and start from there.
1514 */ 1390 */
1515 if (!(flag & INS_MAP_LOAD)) 1391 if (!(flag & INS_MAP_LOAD))
1516 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 ())
1517 if (tmp->type == PLAYER) 1393 pl->contr->ns->floorbox_update ();
1518 tmp->contr->socket.update_look = 1;
1519 1394
1520 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1521 * 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
1522 * 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
1523 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1531 1406
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1534 1409
1535 /* 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,
1536 * we want to have update_look set above before calling this. 1411 * we want to have floorbox_update called before calling this.
1537 * 1412 *
1538 * check_move_on() must be after this because code called from 1413 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1414 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1415 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1416 * update_object().
1557 1432
1558 return op; 1433 return op;
1559} 1434}
1560 1435
1561/* this function inserts an object in the map, but if it 1436/* this function inserts an object in the map, but if it
1562 * 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.
1563 * 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.
1564 */ 1439 */
1565void 1440void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1442{
1568 object * 1443 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1444
1573 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1574 1446
1575 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)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 { 1449 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1450
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1451 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1452
1586 tmp1->x = op->x; 1453 tmp1->x = op->x;
1587 tmp1->y = op->y; 1454 tmp1->y = op->y;
1597 */ 1464 */
1598 1465
1599object * 1466object *
1600get_split_ob (object *orig_ob, uint32 nr) 1467get_split_ob (object *orig_ob, uint32 nr)
1601{ 1468{
1602 object * 1469 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1471
1607 if (orig_ob->nrof < nr) 1472 if (orig_ob->nrof < nr)
1608 { 1473 {
1609 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);
1610 return NULL; 1475 return NULL;
1611 } 1476 }
1612 1477
1613 newob = object_create_clone (orig_ob); 1478 newob = object_create_clone (orig_ob);
1614 1479
1615 if ((orig_ob->nrof -= nr) < 1) 1480 if ((orig_ob->nrof -= nr) < 1)
1616 { 1481 orig_ob->destroy (1);
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed) 1482 else if (!is_removed)
1622 { 1483 {
1623 if (orig_ob->env != NULL) 1484 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 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)
1655 if (i > op->nrof) 1516 if (i > op->nrof)
1656 i = op->nrof; 1517 i = op->nrof;
1657 1518
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1520 op->nrof -= i;
1660 else if (op->env != NULL) 1521 else if (op->env)
1661 { 1522 {
1662 /* is this object in the players inventory, or sub container 1523 /* is this object in the players inventory, or sub container
1663 * therein? 1524 * therein?
1664 */ 1525 */
1665 tmp = is_player_inv (op->env); 1526 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1527 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1528 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1529 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1530 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1531 * and then searching the map for a player.
1671 */ 1532 */
1672 if (!tmp) 1533 if (!tmp)
1673 { 1534 {
1674 for (pl = first_player; pl; pl = pl->next) 1535 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1676 break; 1539 break;
1677 if (pl) 1540 }
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1541 }
1682 1542
1683 if (i < op->nrof) 1543 if (i < op->nrof)
1684 { 1544 {
1685 sub_weight (op->env, op->weight * i); 1545 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1546 op->nrof -= i;
1687 if (tmp) 1547 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1548 esrv_send_item (tmp, op);
1690 }
1691 } 1549 }
1692 else 1550 else
1693 { 1551 {
1694 remove_ob (op); 1552 op->remove ();
1695 op->nrof = 0; 1553 op->nrof = 0;
1696 if (tmp) 1554 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1555 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1556 }
1701 } 1557 }
1702 else 1558 else
1703 { 1559 {
1704 object *above = op->above; 1560 object *above = op->above;
1705 1561
1706 if (i < op->nrof) 1562 if (i < op->nrof)
1707 op->nrof -= i; 1563 op->nrof -= i;
1708 else 1564 else
1709 { 1565 {
1710 remove_ob (op); 1566 op->remove ();
1711 op->nrof = 0; 1567 op->nrof = 0;
1712 } 1568 }
1713 1569
1714 /* Since we just removed op, op->above is null */ 1570 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1571 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1572 if (tmp->type == PLAYER)
1717 { 1573 {
1718 if (op->nrof) 1574 if (op->nrof)
1719 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1720 else 1576 else
1724 1580
1725 if (op->nrof) 1581 if (op->nrof)
1726 return op; 1582 return op;
1727 else 1583 else
1728 { 1584 {
1729 free_object (op); 1585 op->destroy ();
1730 return NULL; 1586 return 0;
1731 } 1587 }
1732} 1588}
1733 1589
1734/* 1590/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1747 op->carrying += weight; 1603 op->carrying += weight;
1748 op = op->env; 1604 op = op->env;
1749 } 1605 }
1750} 1606}
1751 1607
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765
1766object * 1608object *
1767insert_ob_in_ob (object *op, object *where) 1609insert_ob_in_ob (object *op, object *where)
1768{ 1610{
1769 object * 1611 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1612 {
1783 char *dump = dump_object (op); 1613 char *dump = dump_object (op);
1784 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);
1785 free (dump); 1615 free (dump);
1786 return op; 1616 return op;
1787 } 1617 }
1788 1618
1789 if (where->head) 1619 if (where->head)
1790 { 1620 {
1791 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");
1792 where = where->head; 1622 where = where->head;
1793 } 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 ();
1794 1644
1795 if (op->more) 1645 if (op->more)
1796 { 1646 {
1797 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);
1798 return op; 1648 return op;
1800 1650
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof) 1653 if (op->nrof)
1804 { 1654 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1655 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1656 if (object::can_merge (tmp, op))
1807 { 1657 {
1808 /* return the original object and remove inserted object 1658 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1659 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1660 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1661 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1662 * tmp->nrof, we need to increase the weight.
1813 */ 1663 */
1814 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1665 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1666 op->destroy (); /* free the inserted object */
1817 op = tmp; 1667 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1668 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1669 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1670 break;
1821 } 1671 }
1822 1672
1823 /* I assume combined objects have no inventory 1673 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1674 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1675 * (if it was possible to merge). calling remove_ob will subtract
1826 * 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
1827 * the linking below 1677 * the linking below
1828 */ 1678 */
1829 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1830 } 1680 }
1831 else 1681 else
1832 add_weight (where, (op->weight + op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1833 1683
1834 otmp = is_player_inv (where); 1684 otmp = this->in_player ();
1835 if (otmp && otmp->contr != NULL) 1685 if (otmp && otmp->contr)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1687 otmp->update_stats ();
1839 }
1840 1688
1841 op->map = NULL; 1689 op->map = 0;
1842 op->env = where; 1690 op->env = this;
1843 op->above = NULL; 1691 op->above = 0;
1844 op->below = NULL; 1692 op->below = 0;
1845 op->x = 0, op->y = 0; 1693 op->x = 0, op->y = 0;
1846 1694
1847 /* 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 */
1848 if ((op->glow_radius != 0) && where->map) 1696 if ((op->glow_radius != 0) && map)
1849 { 1697 {
1850#ifdef DEBUG_LIGHTS 1698#ifdef DEBUG_LIGHTS
1851 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);
1852#endif /* DEBUG_LIGHTS */ 1700#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1701 if (MAP_DARKNESS (map))
1854 update_all_los (where->map, where->x, where->y); 1702 update_all_los (map, x, y);
1855 } 1703 }
1856 1704
1857 /* 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.
1858 * It sure simplifies this function... 1706 * It sure simplifies this function...
1859 */ 1707 */
1860 if (where->inv == NULL) 1708 if (!inv)
1861 where->inv = op; 1709 inv = op;
1862 else 1710 else
1863 { 1711 {
1864 op->below = where->inv; 1712 op->below = inv;
1865 op->below->above = op; 1713 op->below->above = op;
1866 where->inv = op; 1714 inv = op;
1867 } 1715 }
1716
1868 return op; 1717 return op;
1869} 1718}
1870 1719
1871/* 1720/*
1872 * Checks if any objects has a move_type that matches objects 1721 * Checks if any objects has a move_type that matches objects
2185 * 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
2186 * 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
2187 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2189 */ 2038 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 2040 stop = maxfree[i];
2192 } 2041 }
2042
2193 if (!index) 2043 if (!index)
2194 return -1; 2044 return -1;
2045
2195 return altern[RANDOM () % index]; 2046 return altern[RANDOM () % index];
2196} 2047}
2197 2048
2198/* 2049/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2307 mp = m; 2158 mp = m;
2308 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2310 2161
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2312 if (mflags & P_OUT_OF_MAP) 2164 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2165 max = maxfree[i];
2315 }
2316 else 2166 else
2317 { 2167 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2319 2169
2320 if ((move_type & blocked) == move_type) 2170 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2171 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2172 else if (mflags & P_IS_ALIVE)
2325 { 2173 {
2326 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)
2327 {
2328 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)))
2329 {
2330 break; 2176 break;
2331 } 2177
2332 }
2333 if (tmp) 2178 if (tmp)
2334 {
2335 return freedir[i]; 2179 return freedir[i];
2336 }
2337 } 2180 }
2338 } 2181 }
2339 } 2182 }
2183
2340 return 0; 2184 return 0;
2341} 2185}
2342 2186
2343/* 2187/*
2344 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2346 */ 2190 */
2347 2191
2348int 2192int
2349distance (const object *ob1, const object *ob2) 2193distance (const object *ob1, const object *ob2)
2350{ 2194{
2351 int 2195 int i;
2352 i;
2353 2196
2354 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);
2355 return i; 2198 return i;
2356} 2199}
2357 2200
2362 */ 2205 */
2363 2206
2364int 2207int
2365find_dir_2 (int x, int y) 2208find_dir_2 (int x, int y)
2366{ 2209{
2367 int 2210 int q;
2368 q;
2369 2211
2370 if (y) 2212 if (y)
2371 q = x * 100 / y; 2213 q = x * 100 / y;
2372 else if (x) 2214 else if (x)
2373 q = -300 * x; 2215 q = -300 * x;
2499 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2343 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2503 */ 2345 */
2504
2505
2506int 2346int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2348{
2509 sint16 dx, dy; 2349 sint16 dx, dy;
2510 int
2511 mflags; 2350 int mflags;
2512 2351
2513 if (dir < 0) 2352 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2515 2354
2516 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2529 return 0; 2368 return 0;
2530 2369
2531 /* yes, can see. */ 2370 /* yes, can see. */
2532 if (dir < 9) 2371 if (dir < 9)
2533 return 1; 2372 return 1;
2373
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 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]);
2536} 2377}
2537
2538
2539 2378
2540/* 2379/*
2541 * 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
2542 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !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));
2557} 2396}
2558 2397
2559
2560/* 2398/*
2561 * create clone from object to another 2399 * create clone from object to another
2562 */ 2400 */
2563object * 2401object *
2564object_create_clone (object *asrc) 2402object_create_clone (object *asrc)
2565{ 2403{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2404 object *dst = 0, *tmp, *src, *part, *prev, *item;
2568 2405
2569 if (!asrc) 2406 if (!asrc)
2570 return NULL; 2407 return 0;
2408
2571 src = asrc; 2409 src = asrc;
2572 if (src->head) 2410 if (src->head)
2573 src = src->head; 2411 src = src->head;
2574 2412
2575 prev = NULL; 2413 prev = 0;
2576 for (part = src; part; part = part->more) 2414 for (part = src; part; part = part->more)
2577 { 2415 {
2578 tmp = get_object (); 2416 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2417 tmp->x -= src->x;
2581 tmp->y -= src->y; 2418 tmp->y -= src->y;
2419
2582 if (!part->head) 2420 if (!part->head)
2583 { 2421 {
2584 dst = tmp; 2422 dst = tmp;
2585 tmp->head = NULL; 2423 tmp->head = 0;
2586 } 2424 }
2587 else 2425 else
2588 {
2589 tmp->head = dst; 2426 tmp->head = dst;
2590 } 2427
2591 tmp->more = NULL; 2428 tmp->more = 0;
2429
2592 if (prev) 2430 if (prev)
2593 prev->more = tmp; 2431 prev->more = tmp;
2432
2594 prev = tmp; 2433 prev = tmp;
2595 } 2434 }
2596 2435
2597 for (item = src->inv; item; item = item->below) 2436 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2437 insert_ob_in_ob (object_create_clone (item), dst);
2624 } 2463 }
2625 2464
2626 fprintf (tempfile, obstr); 2465 fprintf (tempfile, obstr);
2627 fclose (tempfile); 2466 fclose (tempfile);
2628 2467
2629 op = get_object (); 2468 op = object::create ();
2630 2469
2631 object_thawer thawer (filename); 2470 object_thawer thawer (filename);
2632 2471
2633 if (thawer) 2472 if (thawer)
2634 load_object (thawer, op, 0); 2473 load_object (thawer, op, 0);

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