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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
377 */ 359 */
378 360
381{ 363{
382 if (!op) 364 if (!op)
383 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
384 366
385 object_freezer freezer; 367 object_freezer freezer;
386 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
387 return freezer.as_string (); 369 return freezer.as_string ();
388} 370}
389 371
390/* 372/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 466 }
485 467
486 op->key_values = 0; 468 op->key_values = 0;
487} 469}
488 470
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/* 471/*
541 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 477 * will point at garbage.
547 */ 478 */
548void 479void
549copy_object (object *op2, object *op) 480object::copy_to (object *dst)
550{ 481{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 484
554 op2->clone (op); 485 *(object_copy *)dst = *this;
555 486
556 if (is_freed) 487 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
558 if (is_removed) 490 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
560 492
561 if (op2->speed < 0) 493 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 495
564 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
565 if (op2->key_values) 497 if (key_values)
566 { 498 {
567 key_value *tail = 0; 499 key_value *tail = 0;
568 key_value *i; 500 key_value *i;
569 501
570 op->key_values = 0; 502 dst->key_values = 0;
571 503
572 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
573 { 505 {
574 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
575 507
576 new_link->next = 0; 508 new_link->next = 0;
577 new_link->key = i->key; 509 new_link->key = i->key;
578 new_link->value = i->value; 510 new_link->value = i->value;
579 511
580 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
581 if (!op->key_values) 513 if (!dst->key_values)
582 { 514 {
583 op->key_values = new_link; 515 dst->key_values = new_link;
584 tail = new_link; 516 tail = new_link;
585 } 517 }
586 else 518 else
587 { 519 {
588 tail->next = new_link; 520 tail->next = new_link;
589 tail = new_link; 521 tail = new_link;
590 } 522 }
591 } 523 }
592 } 524 }
593 525
594 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
595} 535}
596 536
597/* 537/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
601 */ 541 */
602
603void 542void
604update_turn_face (object *op) 543update_turn_face (object *op)
605{ 544{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 546 return;
547
608 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
610} 550}
611 551
612/* 552/*
613 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
616 */ 556 */
617void 557void
618update_ob_speed (object *op) 558object::set_speed (float speed)
619{ 559{
620 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 561 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 563 speed = 0;
633#endif
634 } 564 }
635 565
636 if (arch_init) 566 this->speed = speed;
637 return;
638 567
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
640 { 569 {
641 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
643 return; 572 return;
644 573
645 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
646 * of the list. */ 575 * of the list. */
647 op->active_next = active_objects; 576 active_next = active_objects;
648 577
649 if (op->active_next != NULL) 578 if (active_next)
650 op->active_next->active_prev = op; 579 active_next->active_prev = this;
651 580
652 active_objects = op; 581 active_objects = this;
653 } 582 }
654 else 583 else
655 { 584 {
656 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
658 return; 587 return;
659 588
660 if (op->active_prev == NULL) 589 if (!active_prev)
661 { 590 {
662 active_objects = op->active_next; 591 active_objects = active_next;
663 592
664 if (op->active_next != NULL) 593 if (active_next)
665 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
666 } 595 }
667 else 596 else
668 { 597 {
669 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
670 599
671 if (op->active_next) 600 if (active_next)
672 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
673 } 602 }
674 603
675 op->active_next = NULL; 604 active_next = 0;
676 op->active_prev = NULL; 605 active_prev = 0;
677 }
678}
679
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 { 606 }
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709} 607}
710 608
711/* 609/*
712 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 613 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 614 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 615 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
719 * 617 *
720 * action is a hint of what the caller believes need to be done. 618 * action is a hint of what the caller believes need to be done.
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: 619 * current action are:
726 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 623 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
731 */ 625 */
732
733void 626void
734update_object (object *op, int action) 627update_object (object *op, int action)
735{ 628{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
738 630
739 if (op == NULL) 631 if (op == NULL)
740 { 632 {
741 /* this should never happen */ 633 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 635 return;
744 } 636 }
745 637
746 if (op->env != NULL) 638 if (op->env)
747 { 639 {
748 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
749 * to do in this case. 641 * to do in this case.
750 */ 642 */
751 return; 643 return;
756 */ 648 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 650 return;
759 651
760 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 654 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 656#ifdef MANY_CORES
765 abort (); 657 abort ();
766#endif 658#endif
767 return; 659 return;
768 } 660 }
769 661
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 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);
776 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
777 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
778 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (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) 675 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 677 || (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 678 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 679 * to have move_allow right now.
802 */ 680 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 683 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 684 }
809 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 687 * that is being removed.
812 */ 688 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
817 else 693 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 695
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) 696 if (op->more)
827 update_object (op->more, action); 697 update_object (op->more, action);
828} 698}
829 699
830object::vector object::mortals;
831object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
832object *object::first; 701object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
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}
853 702
854object::object () 703object::object ()
855{ 704{
856 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
857 706
889 738
890 prev = 0; 739 prev = 0;
891 next = 0; 740 next = 0;
892} 741}
893 742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
894object *object::create () 838object *object::create ()
895{ 839{
896 object *op = new object; 840 object *op = new object;
897 op->link (); 841 op->link ();
898 return op; 842 return op;
899} 843}
900 844
901/* 845void
902 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 847{
913 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
914 return; 858 return;
915 859
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
917 remove_friendly_object (this);
918 861
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
920 remove_ob (this);
921 863
922 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
923 890
924 if (more) 891 if (more)
925 { 892 {
926 more->destroy (destroy_inventory); 893 more->destroy ();
927 more = 0; 894 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 } 895 }
971 896
972 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
973 owner = 0; 898 owner = 0;
974 enemy = 0; 899 enemy = 0;
975 attacked_by = 0; 900 attacked_by = 0;
976 901
977 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
978 contr = 0; 903 contr = 0;
904}
979 905
980 /* Remove object from the active list */ 906void
981 speed = 0; 907object::destroy (bool destroy_inventory)
982 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
983 911
984 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
985 914
986 mortals.push_back (this); 915 attachable::destroy ();
987} 916}
988 917
989/* 918/*
990 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
992 */ 921 */
993
994void 922void
995sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
996{ 924{
997 while (op != NULL) 925 while (op != NULL)
998 { 926 {
1002 op->carrying -= weight; 930 op->carrying -= weight;
1003 op = op->env; 931 op = op->env;
1004 } 932 }
1005} 933}
1006 934
1007/* remove_ob(op): 935/* op->remove ():
1008 * 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
1009 * 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
1010 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 940 * the previous environment.
1013 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1014 */ 942 */
1015
1016void 943void
1017remove_ob (object *op) 944object::remove ()
1018{ 945{
1019 object *tmp, *last = 0; 946 object *tmp, *last = 0;
1020 object *otmp; 947 object *otmp;
1021 948
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 950 return;
1029 951
1030 SET_FLAG (op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1031 954
1032 if (op->more != NULL) 955 if (more)
1033 remove_ob (op->more); 956 more->remove ();
1034 957
1035 /* 958 /*
1036 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1037 * inventory. 960 * inventory.
1038 */ 961 */
1039 if (op->env != NULL) 962 if (env)
1040 { 963 {
1041 if (op->nrof) 964 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1043 else 966 else
1044 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1045 968
1046 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 971 * to save cpu time.
1049 */ 972 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 974 otmp->update_stats ();
1052 975
1053 if (op->above != NULL) 976 if (above)
1054 op->above->below = op->below; 977 above->below = below;
1055 else 978 else
1056 op->env->inv = op->below; 979 env->inv = below;
1057 980
1058 if (op->below != NULL) 981 if (below)
1059 op->below->above = op->above; 982 below->above = above;
1060 983
1061 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1064 */ 987 */
1065 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1066 op->map = op->env->map; 989 map = env->map;
1067 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1068 op->env = NULL; 991 env = 0;
1069 } 992 }
1070 else if (op->map) 993 else if (map)
1071 { 994 {
1072 x = op->x; 995 if (type == PLAYER)
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 } 996 {
1086 997 --map->players;
1087 if (op->map != m) 998 map->last_access = runtime;
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */ 999 }
1000
1094 1001
1095 /* link the object above us */ 1002 /* link the object above us */
1096 if (op->above) 1003 if (above)
1097 op->above->below = op->below; 1004 above->below = below;
1098 else 1005 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1100 1007
1101 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1102 if (op->below) 1009 if (below)
1103 op->below->above = op->above; 1010 below->above = above;
1104 else 1011 else
1105 { 1012 {
1106 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1015 * evident
1109 */ 1016 */
1110 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1111 { 1018 {
1112 char *dump = dump_object (op); 1019 char *dump = dump_object (this);
1113 LOG (llevError, 1020 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1021 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1115 free (dump); 1022 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1117 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1118 free (dump); 1025 free (dump);
1119 } 1026 }
1120 1027
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1122 } 1029 }
1123 1030
1124 op->above = 0; 1031 above = 0;
1125 op->below = 0; 1032 below = 0;
1126 1033
1127 if (op->map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1128 return; 1035 return;
1129 1036
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1038
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1133 { 1040 {
1134 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1135 * being removed. 1042 * being removed.
1136 */ 1043 */
1137 1044
1138 if (tmp->type == PLAYER && tmp != op) 1045 if (tmp->type == PLAYER && tmp != this)
1139 { 1046 {
1140 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1142 * appropriately. 1049 * appropriately.
1143 */ 1050 */
1144 if (tmp->container == op) 1051 if (tmp->container == this)
1145 { 1052 {
1146 CLEAR_FLAG (op, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1147 tmp->container = NULL; 1054 tmp->container = 0;
1148 } 1055 }
1149 1056
1150 tmp->contr->socket.update_look = 1; 1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1151 } 1059 }
1152 1060
1153 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1154 if (check_walk_off 1062 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 { 1065 {
1158 move_apply (tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1159 1067
1160 if (op->destroyed ()) 1068 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1070 }
1163 1071
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1166 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1167 tmp->above = NULL; 1075 tmp->above = 0;
1168 1076
1169 last = tmp; 1077 last = tmp;
1170 } 1078 }
1171 1079
1172 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1173 if (last == NULL) 1082 if (!last)
1174 { 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1084 else
1184 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1185 1086
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1188 } 1089 }
1189} 1090}
1190 1091
1191/* 1092/*
1192 * merge_ob(op,top): 1093 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1201{ 1102{
1202 if (!op->nrof) 1103 if (!op->nrof)
1203 return 0; 1104 return 0;
1204 1105
1205 if (top == NULL) 1106 if (top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1207 1109
1208 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1209 { 1111 {
1210 if (top == op) 1112 if (top == op)
1211 continue; 1113 continue;
1212 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1213 { 1116 {
1214 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1215 1118
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1121 op->destroy ();
1219 free_object (op);
1220 return top; 1122 return top;
1221 } 1123 }
1222 } 1124 }
1223 1125
1224 return 0; 1126 return 0;
1229 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1230 */ 1132 */
1231object * 1133object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1135{
1234 object *tmp;
1235
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1137 {
1241 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1242 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1243 } 1140 }
1244 1141
1263 * Return value: 1160 * Return value:
1264 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1163 * just 'op' otherwise
1267 */ 1164 */
1268
1269object * 1165object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1167{
1272 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1273 sint16 x, y; 1169 sint16 x, y;
1276 { 1172 {
1277 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL; 1174 return NULL;
1279 } 1175 }
1280 1176
1281 if (m == NULL) 1177 if (!m)
1282 { 1178 {
1283 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump); 1181 free (dump);
1286 return op; 1182 return op;
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump); 1204 free (dump);
1309 return op; 1205 return op;
1310 } 1206 }
1311 1207
1312 if (op->more != NULL) 1208 if (op->more)
1313 { 1209 {
1314 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1315 1211
1316 object *more = op->more; 1212 object *more = op->more;
1317 1213
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 { 1230 {
1335 if (!op->head) 1231 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337 1233
1338 return NULL; 1234 return 0;
1339 } 1235 }
1340 } 1236 }
1341 1237
1342 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1239
1350 y = op->y; 1246 y = op->y;
1351 1247
1352 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1353 */ 1249 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1357 { 1253 {
1358 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1255 tmp->destroy ();
1360 free_object (tmp);
1361 } 1256 }
1362 1257
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1260
1378 op->below = originator->below; 1273 op->below = originator->below;
1379 1274
1380 if (op->below) 1275 if (op->below)
1381 op->below->above = op; 1276 op->below->above = op;
1382 else 1277 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1384 1279
1385 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1386 originator->below = op; 1281 originator->below = op;
1387 } 1282 }
1388 else 1283 else
1389 { 1284 {
1390 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1392 { 1287 {
1393 object *last = NULL; 1288 object *last = 0;
1394 1289
1395 /* 1290 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1402 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1406 */ 1301 */
1407
1408 while (top != NULL) 1302 while (top)
1409 { 1303 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top; 1305 floor = top;
1412 1306
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1434 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1330 * stacking is a bit odd.
1437 */ 1331 */
1438 if (!(flag & INS_ON_TOP) && 1332 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 { 1334 {
1441 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1337 break;
1444 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1466 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467 1361
1468 if (op->above) 1362 if (op->above)
1469 op->above->below = op; 1363 op->above->below = op;
1470 1364
1471 op->below = NULL; 1365 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1473 } 1367 }
1474 else 1368 else
1475 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1476 op->above = top->above; 1370 op->above = top->above;
1477 1371
1480 1374
1481 op->below = top; 1375 op->below = top;
1482 top->above = op; 1376 top->above = op;
1483 } 1377 }
1484 1378
1485 if (op->above == NULL) 1379 if (!op->above)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1488 1382
1489 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1490 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1491 1389
1492 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1494 */ 1392 */
1495 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1497 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1498 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1499 1397
1500 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1507 * of effect may be sufficient. 1405 * of effect may be sufficient.
1508 */ 1406 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1511 1409
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1514 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1515 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1517 * 1417 *
1518 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1421 * update_object().
1523 1423
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 { 1426 {
1527 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1528 return NULL; 1428 return 0;
1529 1429
1530 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1431 * walk on's.
1532 */ 1432 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1535 return NULL; 1435 return 0;
1536 } 1436 }
1537 1437
1538 return op; 1438 return op;
1539} 1439}
1540 1440
1541/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1544 */ 1444 */
1545void 1445void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1447{
1548 object * 1448 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1449
1553 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1554 1451
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 { 1454 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1455
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1457
1566 tmp1->x = op->x; 1458 tmp1->x = op->x;
1567 tmp1->y = op->y; 1459 tmp1->y = op->y;
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1569} 1467}
1570 1468
1571/* 1469/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array. 1474 * global static errmsg array.
1577 */ 1475 */
1578
1579object * 1476object *
1580get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1581{ 1478{
1582 object * 1479 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1481
1587 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1588 { 1483 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1485 return NULL;
1591 } 1486 }
1592 1487
1593 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1594 1489
1595 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1596 { 1491 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1492 else if (!is_removed)
1602 { 1493 {
1603 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1625 1516
1626object * 1517object *
1627decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1628{ 1519{
1629 object *tmp; 1520 object *tmp;
1630 player *pl;
1631 1521
1632 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1523 return op;
1634 1524
1635 if (i > op->nrof) 1525 if (i > op->nrof)
1636 i = op->nrof; 1526 i = op->nrof;
1637 1527
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1529 op->nrof -= i;
1640 else if (op->env != NULL) 1530 else if (op->env)
1641 { 1531 {
1642 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1643 * therein? 1533 * therein?
1644 */ 1534 */
1645 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1540 * and then searching the map for a player.
1651 */ 1541 */
1652 if (!tmp) 1542 if (!tmp)
1653 { 1543 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1656 break; 1547 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1548 }
1662 1549
1663 if (i < op->nrof) 1550 if (i < op->nrof)
1664 { 1551 {
1665 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1553 op->nrof -= i;
1667 if (tmp) 1554 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1670 }
1671 } 1556 }
1672 else 1557 else
1673 { 1558 {
1674 remove_ob (op); 1559 op->remove ();
1675 op->nrof = 0; 1560 op->nrof = 0;
1676 if (tmp) 1561 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1563 }
1681 } 1564 }
1682 else 1565 else
1683 { 1566 {
1684 object *above = op->above; 1567 object *above = op->above;
1685 1568
1686 if (i < op->nrof) 1569 if (i < op->nrof)
1687 op->nrof -= i; 1570 op->nrof -= i;
1688 else 1571 else
1689 { 1572 {
1690 remove_ob (op); 1573 op->remove ();
1691 op->nrof = 0; 1574 op->nrof = 0;
1692 } 1575 }
1693 1576
1694 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1697 { 1580 {
1698 if (op->nrof) 1581 if (op->nrof)
1699 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1700 else 1583 else
1704 1587
1705 if (op->nrof) 1588 if (op->nrof)
1706 return op; 1589 return op;
1707 else 1590 else
1708 { 1591 {
1709 free_object (op); 1592 op->destroy ();
1710 return NULL; 1593 return 0;
1711 } 1594 }
1712} 1595}
1713 1596
1714/* 1597/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1727 op->carrying += weight; 1610 op->carrying += weight;
1728 op = op->env; 1611 op = op->env;
1729 } 1612 }
1730} 1613}
1731 1614
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1615object *
1747insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1748{ 1617{
1749 object * 1618 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1619 {
1763 char *dump = dump_object (op); 1620 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1622 free (dump);
1766 return op; 1623 return op;
1767 } 1624 }
1768 1625
1769 if (where->head) 1626 if (where->head)
1770 { 1627 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1629 where = where->head;
1773 } 1630 }
1631
1632 return where->insert (op);
1633}
1634
1635/*
1636 * env->insert (op)
1637 * This function inserts the object op in the linked list
1638 * inside the object environment.
1639 *
1640 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero
1642 */
1643
1644object *
1645object::insert (object *op)
1646{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1774 1651
1775 if (op->more) 1652 if (op->more)
1776 { 1653 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1655 return op;
1780 1657
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1783 if (op->nrof) 1660 if (op->nrof)
1784 { 1661 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1787 { 1664 {
1788 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1666 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1793 */ 1670 */
1794 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1797 op = tmp; 1674 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1677 break;
1801 } 1678 }
1802 1679
1803 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1684 * the linking below
1808 */ 1685 */
1809 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1810 } 1687 }
1811 else 1688 else
1812 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1813 1690
1814 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1815 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1694 otmp->update_stats ();
1819 }
1820 1695
1821 op->map = NULL; 1696 op->map = 0;
1822 op->env = where; 1697 op->env = this;
1823 op->above = NULL; 1698 op->above = 0;
1824 op->below = NULL; 1699 op->below = 0;
1825 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1826 1701
1827 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1829 { 1704 {
1830#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1834 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1835 } 1710 }
1836 1711
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1713 * It sure simplifies this function...
1839 */ 1714 */
1840 if (where->inv == NULL) 1715 if (!inv)
1841 where->inv = op; 1716 inv = op;
1842 else 1717 else
1843 { 1718 {
1844 op->below = where->inv; 1719 op->below = inv;
1845 op->below->above = op; 1720 op->below->above = op;
1846 where->inv = op; 1721 inv = op;
1847 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1848 return op; 1726 return op;
1849} 1727}
1850 1728
1851/* 1729/*
1852 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1866 * 1744 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1747 * on top.
1870 */ 1748 */
1871
1872int 1749int
1873check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1874{ 1751{
1875 object *tmp; 1752 object *tmp;
1876 maptile *m = op->map; 1753 maptile *m = op->map;
1903 1780
1904 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1906 */ 1783 */
1907 1784
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1909 { 1786 {
1910 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1789 * we don't need to check all of them.
1913 */ 1790 */
1968/* 1845/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1972 */ 1849 */
1973
1974object * 1850object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1852{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1981 { 1854 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1856 return NULL;
1984 } 1857 }
1858
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1986 if (tmp->arch == at) 1860 if (tmp->arch == at)
1987 return tmp; 1861 return tmp;
1862
1988 return NULL; 1863 return NULL;
1989} 1864}
1990 1865
1991/* 1866/*
1992 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1995 */ 1870 */
1996
1997object * 1871object *
1998present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1999{ 1873{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
2004 { 1875 {
2005 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1877 return NULL;
2007 } 1878 }
1879
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2009 if (tmp->type == type) 1881 if (tmp->type == type)
2010 return tmp; 1882 return tmp;
1883
2011 return NULL; 1884 return NULL;
2012} 1885}
2013 1886
2014/* 1887/*
2015 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2018 */ 1891 */
2019
2020object * 1892object *
2021present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2022{ 1894{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1896 if (tmp->type == type)
2028 return tmp; 1897 return tmp;
1898
2029 return NULL; 1899 return NULL;
2030} 1900}
2031 1901
2032/* 1902/*
2033 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1914 * to be unique.
2045 */ 1915 */
2046
2047object * 1916object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1918{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1921 return tmp;
2057 } 1922
2058 return NULL; 1923 return 0;
2059} 1924}
2060 1925
2061/* 1926/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2065 */ 1930 */
2066
2067object * 1931object *
2068present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2069{ 1933{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1935 if (tmp->arch == at)
2075 return tmp; 1936 return tmp;
1937
2076 return NULL; 1938 return NULL;
2077} 1939}
2078 1940
2079/* 1941/*
2080 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2081 */ 1943 */
2082void 1944void
2083flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2084{ 1946{
2085 object *
2086 tmp;
2087
2088 if (op->inv) 1947 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 { 1949 {
2091 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2093 } 1952 }
2094} /* 1953}
1954
1955/*
2095 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2096 */ 1957 */
2097void 1958void
2098unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2099{ 1960{
2100 object *
2101 tmp;
2102
2103 if (op->inv) 1961 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 { 1963 {
2106 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2108 } 1966 }
2109} 1967}
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
2116 */ 1974 */
2117
2118void 1975void
2119set_cheat (object *op) 1976set_cheat (object *op)
2120{ 1977{
2121 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 2001 * customized, changed states, etc.
2145 */ 2002 */
2146
2147int 2003int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 2005{
2150 int
2151 i,
2152 index = 0, flag; 2006 int index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2155 2008
2156 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2157 { 2010 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2159 if (!flag) 2012 if (!flag)
2160 altern[index++] = i; 2013 altern [index++] = i;
2161 2014
2162 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2169 */ 2022 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2024 stop = maxfree[i];
2172 } 2025 }
2026
2173 if (!index) 2027 if (!index)
2174 return -1; 2028 return -1;
2029
2175 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2176} 2031}
2177 2032
2178/* 2033/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2038 */
2184
2185int 2039int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2041{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2044 return i;
2195 } 2045
2196 return -1; 2046 return -1;
2197} 2047}
2198 2048
2199/* 2049/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2053 */
2203static void 2054static void
2204permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2205{ 2056{
2206 int 2057 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2058 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2059
2217 tmp = arr[i]; 2060 while (--end)
2218 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2062}
2222 2063
2223/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2070 */
2230void 2071void
2231get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2232{ 2073{
2233 int 2074 int i;
2234 i;
2235 2075
2236 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2077 search_arr[i] = i;
2239 }
2240 2078
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2082}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2094 * there is capable of.
2257 */ 2095 */
2258
2259int 2096int
2260find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2098{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2265 2100
2266 sint16 nx, ny; 2101 sint16 nx, ny;
2267 object * 2102 object *tmp;
2268 tmp;
2269 maptile * 2103 maptile *mp;
2270 mp;
2271 2104
2272 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2273 2106
2274 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2275 { 2108 {
2287 mp = m; 2120 mp = m;
2288 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2290 2123
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2292 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2127 max = maxfree[i];
2295 }
2296 else 2128 else
2297 { 2129 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2299 2133
2300 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2135 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2305 { 2137 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break; 2141 break;
2311 } 2142
2312 }
2313 if (tmp) 2143 if (tmp)
2314 {
2315 return freedir[i]; 2144 return freedir[i];
2316 }
2317 } 2145 }
2318 } 2146 }
2319 } 2147 }
2148
2320 return 0; 2149 return 0;
2321} 2150}
2322 2151
2323/* 2152/*
2324 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2154 * distance between the two given objects.
2326 */ 2155 */
2327
2328int 2156int
2329distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2330{ 2158{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2160}
2337 2161
2338/* 2162/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2342 */ 2166 */
2343
2344int 2167int
2345find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2346{ 2169{
2347 int 2170 int q;
2348 q;
2349 2171
2350 if (y) 2172 if (y)
2351 q = x * 100 / y; 2173 q = x * 100 / y;
2352 else if (x) 2174 else if (x)
2353 q = -300 * x; 2175 q = -300 * x;
2388int 2210int
2389absdir (int d) 2211absdir (int d)
2390{ 2212{
2391 while (d < 1) 2213 while (d < 1)
2392 d += 8; 2214 d += 8;
2215
2393 while (d > 8) 2216 while (d > 8)
2394 d -= 8; 2217 d -= 8;
2218
2395 return d; 2219 return d;
2396} 2220}
2397 2221
2398/* 2222/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2401 */ 2225 */
2402 2226
2403int 2227int
2404dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2405{ 2229{
2406 int 2230 int d;
2407 d;
2408 2231
2409 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2410 if (d > 4) 2233 if (d > 4)
2411 d = 8 - d; 2234 d = 8 - d;
2235
2412 return d; 2236 return d;
2413} 2237}
2414 2238
2415/* peterm: 2239/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2246 * functions.
2423 */ 2247 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2303 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2483 */ 2305 */
2484
2485
2486int 2306int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2308{
2489 sint16 dx, dy; 2309 sint16 dx, dy;
2490 int
2491 mflags; 2310 int mflags;
2492 2311
2493 if (dir < 0) 2312 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2495 2314
2496 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2509 return 0; 2328 return 0;
2510 2329
2511 /* yes, can see. */ 2330 /* yes, can see. */
2512 if (dir < 9) 2331 if (dir < 9)
2513 return 1; 2332 return 1;
2333
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2337}
2517
2518
2519 2338
2520/* 2339/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2356}
2538 2357
2539
2540/* 2358/*
2541 * create clone from object to another 2359 * create clone from object to another
2542 */ 2360 */
2543object * 2361object *
2544object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2545{ 2363{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2548 2365
2549 if (!asrc) 2366 if (!asrc)
2550 return NULL; 2367 return 0;
2368
2551 src = asrc; 2369 src = asrc;
2552 if (src->head) 2370 if (src->head)
2553 src = src->head; 2371 src = src->head;
2554 2372
2555 prev = NULL; 2373 prev = 0;
2556 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2557 { 2375 {
2558 tmp = get_object (); 2376 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2377 tmp->x -= src->x;
2561 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2562 if (!part->head) 2380 if (!part->head)
2563 { 2381 {
2564 dst = tmp; 2382 dst = tmp;
2565 tmp->head = NULL; 2383 tmp->head = 0;
2566 } 2384 }
2567 else 2385 else
2568 {
2569 tmp->head = dst; 2386 tmp->head = dst;
2570 } 2387
2571 tmp->more = NULL; 2388 tmp->more = 0;
2389
2572 if (prev) 2390 if (prev)
2573 prev->more = tmp; 2391 prev->more = tmp;
2392
2574 prev = tmp; 2393 prev = tmp;
2575 } 2394 }
2576 2395
2577 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2584/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2589
2590object * 2408object *
2591load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2592{ 2410{
2593 object *op; 2411 object *op;
2594 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2604 } 2422 }
2605 2423
2606 fprintf (tempfile, obstr); 2424 fprintf (tempfile, obstr);
2607 fclose (tempfile); 2425 fclose (tempfile);
2608 2426
2609 op = get_object (); 2427 op = object::create ();
2610 2428
2611 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2612 2430
2613 if (thawer) 2431 if (thawer)
2614 load_object (thawer, op, 0); 2432 load_object (thawer, op, 0);
2624 * returns NULL if no match. 2442 * returns NULL if no match.
2625 */ 2443 */
2626object * 2444object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2446{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2449 return tmp;
2634 2450
2635 return NULL; 2451 return 0;
2636} 2452}
2637 2453
2638/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2455 * otherwise return NULL.
2640 * 2456 *
2642 * do the desired thing. 2458 * do the desired thing.
2643 */ 2459 */
2644key_value * 2460key_value *
2645get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2646{ 2462{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2464 if (link->key == key)
2651 return link; 2465 return link;
2652 2466
2653 return NULL; 2467 return 0;
2654} 2468}
2655 2469
2656/* 2470/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2472 *
2698 * Returns TRUE on success. 2512 * Returns TRUE on success.
2699 */ 2513 */
2700int 2514int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2516{
2703 key_value *
2704 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2705 2518
2706 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2520 {
2708 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2709 { 2522 {
2737 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2738 2551
2739 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2740 2553
2741 if (!add_key) 2554 if (!add_key)
2742 {
2743 return FALSE; 2555 return FALSE;
2744 } 2556
2745 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2749 * should pass in "" 2561 * should pass in ""
2815 2627
2816 if (env) 2628 if (env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2630
2819 if (map) 2631 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2821 2633
2822 return info; 2634 return info;
2823} 2635}
2824 2636
2825const char * 2637const char *

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