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Comparing deliantra/server/common/object.C (file contents):
Revision 1.45 by root, Thu Sep 14 18:13:01 2006 UTC vs.
Revision 1.90 by root, Tue Dec 26 10:14:24 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
35 36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
105 _exit (1); 106 _exit (1);
106 } 107 }
107 108
108 uuid.seq = uid; 109 uuid.seq = uid;
109 write_uuid (); 110 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 112 fclose (fp);
112} 113}
113 114
114UUID 115UUID
115gen_uuid () 116gen_uuid ()
140 * 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
141 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
142 */ 143 */
143 144
144 /* For each field in wants, */ 145 /* For each field in wants, */
145 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)
146 { 147 {
147 key_value *has_field; 148 key_value *has_field;
148 149
149 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
184 * 185 *
185 * 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
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
188 * 189 *
189 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
190 * 191 *
191 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
192 * check weight 193 * check weight
193 */ 194 */
194 195
195bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
196{ 197{
197 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
199 return 0; 204 return 0;
200 205
201 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof). 209 * used to store nrof).
207 */ 210 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 222
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 225
223 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
254 return 0; 251 return 0;
255 252
256 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 254 * check all objects in the inventory.
258 */ 255 */
261 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 260 return 0;
264 261
265 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 264 return 0;
268 265
269 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 267 * if it is valid.
271 */ 268 */
355 op = op->env; 352 op = op->env;
356 return op; 353 return op;
357} 354}
358 355
359/* 356/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 358 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
378 */ 360 */
379 361
380void 362char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 363dump_object (object *op)
436{ 364{
437 if (op == NULL) 365 if (!op)
438 { 366 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 367
446void 368 object_freezer freezer;
447dump_all_objects (void) 369 save_object (freezer, op, 1);
448{ 370 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 371}
457 372
458/* 373/*
459 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
480 */ 395 */
481 396
482object * 397object *
483find_object (tag_t i) 398find_object (tag_t i)
484{ 399{
485 object *op;
486
487 for (op = object::first; op != NULL; op = op->next) 400 for (object *op = object::first; op; op = op->next)
488 if (op->count == i) 401 if (op->count == i)
489 break; 402 return op;
403
490 return op; 404 return 0;
491} 405}
492 406
493/* 407/*
494 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
553 } 467 }
554 468
555 op->key_values = 0; 469 op->key_values = 0;
556} 470}
557 471
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 472/*
610 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 478 * will point at garbage.
616 */ 479 */
617void 480void
618copy_object (object *op2, object *op) 481object::copy_to (object *dst)
619{ 482{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 485
623 op2->clone (op); 486 *(object_copy *)dst = *this;
624 487
625 if (is_freed) 488 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
627 if (is_removed) 491 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
629 493
630 if (op2->speed < 0) 494 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 496
633 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
634 if (op2->key_values) 498 if (key_values)
635 { 499 {
636 key_value *tail = 0; 500 key_value *tail = 0;
637 key_value *i; 501 key_value *i;
638 502
639 op->key_values = 0; 503 dst->key_values = 0;
640 504
641 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
642 { 506 {
643 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
644 508
645 new_link->next = 0; 509 new_link->next = 0;
646 new_link->key = i->key; 510 new_link->key = i->key;
647 new_link->value = i->value; 511 new_link->value = i->value;
648 512
649 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
650 if (!op->key_values) 514 if (!dst->key_values)
651 { 515 {
652 op->key_values = new_link; 516 dst->key_values = new_link;
653 tail = new_link; 517 tail = new_link;
654 } 518 }
655 else 519 else
656 { 520 {
657 tail->next = new_link; 521 tail->next = new_link;
658 tail = new_link; 522 tail = new_link;
659 } 523 }
660 } 524 }
661 } 525 }
662 526
663 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
664} 536}
665 537
666/* 538/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
682 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
685 */ 557 */
686void 558void
687update_ob_speed (object *op) 559object::set_speed (float speed)
688{ 560{
689 extern int arch_init; 561 extern int arch_init;
690 562
691 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated. 564 * since they never really need to be updated.
693 */ 565 */
694 566 if (flag [FLAG_FREED] && speed)
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 567 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 569 speed = 0;
702#endif
703 } 570 }
571
572 this->speed = speed;
704 573
705 if (arch_init) 574 if (arch_init)
706 return; 575 return;
707 576
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
709 { 578 {
710 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
712 return; 581 return;
713 582
714 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
715 * of the list. */ 584 * of the list. */
716 op->active_next = active_objects; 585 active_next = active_objects;
717 586
718 if (op->active_next != NULL) 587 if (active_next)
719 op->active_next->active_prev = op; 588 active_next->active_prev = this;
720 589
721 active_objects = op; 590 active_objects = this;
722 } 591 }
723 else 592 else
724 { 593 {
725 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
727 return; 596 return;
728 597
729 if (op->active_prev == NULL) 598 if (!active_prev)
730 { 599 {
731 active_objects = op->active_next; 600 active_objects = active_next;
732 601
733 if (op->active_next != NULL) 602 if (active_next)
734 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
735 } 604 }
736 else 605 else
737 { 606 {
738 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
739 608
740 if (op->active_next) 609 if (active_next)
741 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
742 } 611 }
743 612
744 op->active_next = NULL; 613 active_next = 0;
745 op->active_prev = NULL; 614 active_prev = 0;
746 } 615 }
747} 616}
748 617
749/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
750 * objects. 619 * objects.
776 op->active_next = NULL; 645 op->active_next = NULL;
777 op->active_prev = NULL; 646 op->active_prev = NULL;
778} 647}
779 648
780/* 649/*
781 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 653 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
788 * 657 *
789 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 659 * current action are:
795 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
800 */ 665 */
801
802void 666void
803update_object (object *op, int action) 667update_object (object *op, int action)
804{ 668{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
807 670
808 if (op == NULL) 671 if (op == NULL)
809 { 672 {
810 /* this should never happen */ 673 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 675 return;
813 } 676 }
814 677
815 if (op->env != NULL) 678 if (op->env)
816 { 679 {
817 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
818 * to do in this case. 681 * to do in this case.
819 */ 682 */
820 return; 683 return;
825 */ 688 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 690 return;
828 691
829 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 694 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 696#ifdef MANY_CORES
834 abort (); 697 abort ();
835#endif 698#endif
836 return; 699 return;
837 } 700 }
838 701
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
846 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
847 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 719 * to have move_allow right now.
871 */ 720 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 723 m.flags_ = P_NEED_UPDATE;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 724 }
878 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 727 * that is being removed.
881 */ 728 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
884 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
886 else 733 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 735
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 736 if (op->more)
896 update_object (op->more, action); 737 update_object (op->more, action);
897} 738}
898 739
899object::vector object::mortals;
900object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
901object *object::first; 741object *object::first;
902 742
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object () 743object::object ()
924{ 744{
925 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
926 746
927 expmul = 1.0; 747 expmul = 1.0;
947 object::first = this; 767 object::first = this;
948} 768}
949 769
950void object::unlink () 770void object::unlink ()
951{ 771{
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first) 772 if (this == object::first)
956 object::first = next; 773 object::first = next;
957 774
958 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next; 776 if (prev) prev->next = next;
961 778
962 prev = 0; 779 prev = 0;
963 next = 0; 780 next = 0;
964} 781}
965 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
804
805 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 }
819 }
820}
821
966object *object::create () 822object *object::create ()
967{ 823{
968 object *op = new object; 824 object *op = new object;
969 op->link (); 825 op->link ();
970 return op; 826 return op;
971} 827}
972 828
973/* 829void
974 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 831{
985 if (QUERY_FLAG (this, FLAG_FREED)) 832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
986 return; 842 return;
987 843
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 flag [FLAG_FREED] = 1;
989 remove_friendly_object (this);
990 845
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 846 attachable::do_destroy ();
992 remove_ob (this);
993 847
994 SET_FLAG (this, FLAG_FREED); 848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
995 873
996 if (more) 874 if (more)
997 { 875 {
998 more->free (free_inventory); 876 more->destroy ();
999 more = 0; 877 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 878 }
1043 879
1044 // clear those pointers that likely might have circular references to us 880 // clear those pointers that likely might have circular references to us
1045 owner = 0; 881 owner = 0;
1046 enemy = 0; 882 enemy = 0;
1047 attacked_by = 0; 883 attacked_by = 0;
1048 884
1049 /* Remove object from the active list */ 885 // only relevant for players(?), but make sure of it anyways
1050 speed = 0; 886 contr = 0;
1051 update_ob_speed (this); 887}
1052 888
1053 unlink (); 889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
893 return;
1054 894
1055 mortals.push_back (this); 895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1056} 899}
1057 900
1058/* 901/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1061 */ 904 */
1062
1063void 905void
1064sub_weight (object *op, signed long weight) 906sub_weight (object *op, signed long weight)
1065{ 907{
1066 while (op != NULL) 908 while (op != NULL)
1067 { 909 {
1071 op->carrying -= weight; 913 op->carrying -= weight;
1072 op = op->env; 914 op = op->env;
1073 } 915 }
1074} 916}
1075 917
1076/* remove_ob(op): 918/* op->remove ():
1077 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 923 * the previous environment.
1082 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1083 */ 925 */
1084
1085void 926void
1086remove_ob (object *op) 927object::remove ()
1087{ 928{
1088 object *tmp, *last = 0; 929 object *tmp, *last = 0;
1089 object *otmp; 930 object *otmp;
1090 931
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 933 return;
1099 934
1100 SET_FLAG (op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1101 937
1102 if (op->more != NULL) 938 if (more)
1103 remove_ob (op->more); 939 more->remove ();
1104 940
1105 /* 941 /*
1106 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1107 * inventory. 943 * inventory.
1108 */ 944 */
1109 if (op->env != NULL) 945 if (env)
1110 { 946 {
1111 if (op->nrof) 947 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 948 sub_weight (env, weight * nrof);
1113 else 949 else
1114 sub_weight (op->env, op->weight + op->carrying); 950 sub_weight (env, weight + carrying);
1115 951
1116 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 954 * to save cpu time.
1119 */ 955 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 957 otmp->update_stats ();
1122 958
1123 if (op->above != NULL) 959 if (above != NULL)
1124 op->above->below = op->below; 960 above->below = below;
1125 else 961 else
1126 op->env->inv = op->below; 962 env->inv = below;
1127 963
1128 if (op->below != NULL) 964 if (below != NULL)
1129 op->below->above = op->above; 965 below->above = above;
1130 966
1131 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1134 */ 970 */
1135 op->x = op->env->x, op->y = op->env->y; 971 x = env->x, y = env->y;
1136 op->map = op->env->map; 972 map = env->map;
1137 op->above = NULL, op->below = NULL; 973 above = 0, below = 0;
1138 op->env = NULL; 974 env = 0;
1139 } 975 }
1140 else if (op->map) 976 else if (map)
1141 { 977 {
1142 x = op->x;
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 }
1156
1157 if (op->map != m)
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1163 */ 980 */
1164 981
1165 /* link the object above us */ 982 /* link the object above us */
1166 if (op->above) 983 if (above)
1167 op->above->below = op->below; 984 above->below = below;
1168 else 985 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1170 987
1171 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1172 if (op->below) 989 if (below)
1173 op->below->above = op->above; 990 below->above = above;
1174 else 991 else
1175 { 992 {
1176 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1178 * evident 995 * evident
1179 */ 996 */
1180 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1181 { 998 {
1182 dump_object (op); 999 char *dump = dump_object (this);
1183 LOG (llevError, 1000 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1001 "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);
1002 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1187 } 1006 }
1188 1007
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1190 } 1009 }
1191 1010
1192 op->above = 0; 1011 above = 0;
1193 op->below = 0; 1012 below = 0;
1194 1013
1195 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1196 return; 1015 return;
1197 1016
1198 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1018
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 1020 {
1203 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1204 * being removed. 1022 * being removed.
1205 */ 1023 */
1206 1024
1207 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1208 { 1026 {
1209 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1211 * appropriately. 1029 * appropriately.
1212 */ 1030 */
1213 if (tmp->container == op) 1031 if (tmp->container == this)
1214 { 1032 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1034 tmp->container = 0;
1217 } 1035 }
1218 1036
1219 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1220 } 1039 }
1221 1040
1222 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1045 {
1225 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1226 1047
1227 if (was_destroyed (op, tag)) 1048 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 } 1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1231 } 1051 }
1232 1052
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1054
1235 if (tmp->above == tmp) 1055 if (tmp->above == tmp)
1236 tmp->above = NULL; 1056 tmp->above = 0;
1237 1057
1238 last = tmp; 1058 last = tmp;
1239 } 1059 }
1240 1060
1241 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL of there are no objects on this space */
1242 if (last == NULL) 1062 if (!last)
1243 { 1063 map->at (x, y).flags_ = P_NEED_UPDATE;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1064 else
1253 update_object (last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1254 1066
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1068 update_all_los (map, x, y);
1257 } 1069 }
1258} 1070}
1259 1071
1260/* 1072/*
1261 * merge_ob(op,top): 1073 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1081merge_ob (object *op, object *top)
1270{ 1082{
1271 if (!op->nrof) 1083 if (!op->nrof)
1272 return 0; 1084 return 0;
1273 1085
1274 if (top == NULL) 1086 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1087 for (top = op; top && top->above; top = top->above)
1088 ;
1276 1089
1277 for (; top != NULL; top = top->below) 1090 for (; top; top = top->below)
1278 { 1091 {
1279 if (top == op) 1092 if (top == op)
1280 continue; 1093 continue;
1281 if (CAN_MERGE (op, top)) 1094
1095 if (object::can_merge (op, top))
1282 { 1096 {
1283 top->nrof += op->nrof; 1097 top->nrof += op->nrof;
1284 1098
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1100 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1101 op->destroy ();
1288 free_object (op);
1289 return top; 1102 return top;
1290 } 1103 }
1291 } 1104 }
1292 1105
1293 return 0; 1106 return 0;
1296/* 1109/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1110 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1111 * job preparing multi-part monsters
1299 */ 1112 */
1300object * 1113object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1114insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1115{
1303 object *tmp; 1116 object *tmp;
1304 1117
1305 if (op->head) 1118 if (op->head)
1306 op = op->head; 1119 op = op->head;
1332 * Return value: 1145 * Return value:
1333 * new object if 'op' was merged with other object 1146 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1147 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1148 * just 'op' otherwise
1336 */ 1149 */
1337
1338object * 1150object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1152{
1341 object *tmp, *top, *floor = NULL; 1153 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1154 sint16 x, y;
1343 1155
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1156 if (QUERY_FLAG (op, FLAG_FREED))
1347 return NULL; 1159 return NULL;
1348 } 1160 }
1349 1161
1350 if (m == NULL) 1162 if (m == NULL)
1351 { 1163 {
1352 dump_object (op); 1164 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1165 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1166 free (dump);
1354 return op; 1167 return op;
1355 } 1168 }
1356 1169
1357 if (out_of_map (m, op->x, op->y)) 1170 if (out_of_map (m, op->x, op->y))
1358 { 1171 {
1359 dump_object (op); 1172 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1173 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1174#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1175 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1176 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1177 * improperly inserted.
1365 */ 1178 */
1366 abort (); 1179 abort ();
1367#endif 1180#endif
1181 free (dump);
1368 return op; 1182 return op;
1369 } 1183 }
1370 1184
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1185 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1186 {
1373 dump_object (op); 1187 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1189 free (dump);
1375 return op; 1190 return op;
1376 } 1191 }
1377 1192
1378 if (op->more != NULL) 1193 if (op->more)
1379 { 1194 {
1380 /* The part may be on a different map. */ 1195 /* The part may be on a different map. */
1381 1196
1382 object *more = op->more; 1197 object *more = op->more;
1383 1198
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1215 {
1401 if (!op->head) 1216 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1217 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1218
1404 return NULL; 1219 return 0;
1405 } 1220 }
1406 } 1221 }
1407 1222
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1223 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1224
1417 1232
1418 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1419 */ 1234 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1237 if (object::can_merge (op, tmp))
1423 { 1238 {
1424 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1240 tmp->destroy ();
1426 free_object (tmp);
1427 } 1241 }
1428 1242
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1245
1444 op->below = originator->below; 1258 op->below = originator->below;
1445 1259
1446 if (op->below) 1260 if (op->below)
1447 op->below->above = op; 1261 op->below->above = op;
1448 else 1262 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1263 op->ms ().bot = op;
1450 1264
1451 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1452 originator->below = op; 1266 originator->below = op;
1453 } 1267 }
1454 else 1268 else
1500 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1316 * stacking is a bit odd.
1503 */ 1317 */
1504 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1320 {
1507 for (last = top; last != floor; last = last->below) 1321 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1323 break;
1510 /* Check to see if we found the object that blocks view, 1324 /* Check to see if we found the object that blocks view,
1533 1347
1534 if (op->above) 1348 if (op->above)
1535 op->above->below = op; 1349 op->above->below = op;
1536 1350
1537 op->below = NULL; 1351 op->below = NULL;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1352 op->ms ().bot = op;
1539 } 1353 }
1540 else 1354 else
1541 { /* get inserted into the stack above top */ 1355 { /* get inserted into the stack above top */
1542 op->above = top->above; 1356 op->above = top->above;
1543 1357
1547 op->below = top; 1361 op->below = top;
1548 top->above = op; 1362 top->above = op;
1549 } 1363 }
1550 1364
1551 if (op->above == NULL) 1365 if (op->above == NULL)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1366 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1367 } /* else not INS_BELOW_ORIGINATOR */
1554 1368
1555 if (op->type == PLAYER) 1369 if (op->type == PLAYER)
1556 op->contr->do_los = 1; 1370 op->contr->do_los = 1;
1557 1371
1558 /* If we have a floor, we know the player, if any, will be above 1372 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1373 * it, so save a few ticks and start from there.
1560 */ 1374 */
1561 if (!(flag & INS_MAP_LOAD)) 1375 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1376 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1377 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1378 pl->contr->ns->floorbox_update ();
1565 1379
1566 /* If this object glows, it may affect lighting conditions that are 1380 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1381 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1382 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1383 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1384 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1385 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1386 * or just updating the P_NEED_UPDATE for spaces within this area
1573 * of effect may be sufficient. 1387 * of effect may be sufficient.
1574 */ 1388 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1389 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1390 update_all_los (op->map, op->x, op->y);
1577 1391
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1392 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1393 update_object (op, UP_OBJ_INSERT);
1580 1394
1395 INVOKE_OBJECT (INSERT, op);
1396
1581 /* Don't know if moving this to the end will break anything. However, 1397 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1398 * we want to have floorbox_update called before calling this.
1583 * 1399 *
1584 * check_move_on() must be after this because code called from 1400 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1401 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1402 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1403 * update_object().
1589 1405
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1406 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1407 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1408 {
1593 if (check_move_on (op, originator)) 1409 if (check_move_on (op, originator))
1594 return NULL; 1410 return 0;
1595 1411
1596 /* If we are a multi part object, lets work our way through the check 1412 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1413 * walk on's.
1598 */ 1414 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1415 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1416 if (check_move_on (tmp, originator))
1601 return NULL; 1417 return 0;
1602 } 1418 }
1603 1419
1604 return op; 1420 return op;
1605} 1421}
1606 1422
1607/* this function inserts an object in the map, but if it 1423/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1424 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1425 * op is the object to insert it under: supplies x and the map.
1610 */ 1426 */
1611void 1427void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1428replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1429{
1614 object * 1430 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1431
1619 /* first search for itself and remove any old instances */ 1432 /* first search for itself and remove any old instances */
1620 1433
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1436 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1437
1630 tmp1 = arch_to_object (find_archetype (arch_string)); 1438 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1439
1632 tmp1->x = op->x; 1440 tmp1->x = op->x;
1633 tmp1->y = op->y; 1441 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1442 insert_ob_in_map (tmp1, op->map, op, 0);
1635} 1443}
1643 */ 1451 */
1644 1452
1645object * 1453object *
1646get_split_ob (object *orig_ob, uint32 nr) 1454get_split_ob (object *orig_ob, uint32 nr)
1647{ 1455{
1648 object * 1456 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1458
1653 if (orig_ob->nrof < nr) 1459 if (orig_ob->nrof < nr)
1654 { 1460 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1461 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1462 return NULL;
1657 } 1463 }
1658 1464
1659 newob = object_create_clone (orig_ob); 1465 newob = object_create_clone (orig_ob);
1660 1466
1661 if ((orig_ob->nrof -= nr) < 1) 1467 if ((orig_ob->nrof -= nr) < 1)
1662 { 1468 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1469 else if (!is_removed)
1668 { 1470 {
1669 if (orig_ob->env != NULL) 1471 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1472 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1473 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1493
1692object * 1494object *
1693decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1694{ 1496{
1695 object *tmp; 1497 object *tmp;
1696 player *pl;
1697 1498
1698 if (i == 0) /* objects with op->nrof require this check */ 1499 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1500 return op;
1700 1501
1701 if (i > op->nrof) 1502 if (i > op->nrof)
1702 i = op->nrof; 1503 i = op->nrof;
1703 1504
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1506 op->nrof -= i;
1706 else if (op->env != NULL) 1507 else if (op->env)
1707 { 1508 {
1708 /* is this object in the players inventory, or sub container 1509 /* is this object in the players inventory, or sub container
1709 * therein? 1510 * therein?
1710 */ 1511 */
1711 tmp = is_player_inv (op->env); 1512 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1513 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1514 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1515 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1516 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1517 * and then searching the map for a player.
1717 */ 1518 */
1718 if (!tmp) 1519 if (!tmp)
1719 { 1520 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1722 break; 1524 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1525 }
1728 1526
1729 if (i < op->nrof) 1527 if (i < op->nrof)
1730 { 1528 {
1731 sub_weight (op->env, op->weight * i); 1529 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1530 op->nrof -= i;
1733 if (tmp) 1531 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1532 esrv_send_item (tmp, op);
1736 }
1737 } 1533 }
1738 else 1534 else
1739 { 1535 {
1740 remove_ob (op); 1536 op->remove ();
1741 op->nrof = 0; 1537 op->nrof = 0;
1742 if (tmp) 1538 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1539 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1540 }
1747 } 1541 }
1748 else 1542 else
1749 { 1543 {
1750 object *above = op->above; 1544 object *above = op->above;
1751 1545
1752 if (i < op->nrof) 1546 if (i < op->nrof)
1753 op->nrof -= i; 1547 op->nrof -= i;
1754 else 1548 else
1755 { 1549 {
1756 remove_ob (op); 1550 op->remove ();
1757 op->nrof = 0; 1551 op->nrof = 0;
1758 } 1552 }
1759 1553
1760 /* Since we just removed op, op->above is null */ 1554 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1555 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1763 { 1557 {
1764 if (op->nrof) 1558 if (op->nrof)
1765 esrv_send_item (tmp, op); 1559 esrv_send_item (tmp, op);
1766 else 1560 else
1770 1564
1771 if (op->nrof) 1565 if (op->nrof)
1772 return op; 1566 return op;
1773 else 1567 else
1774 { 1568 {
1775 free_object (op); 1569 op->destroy ();
1776 return NULL; 1570 return 0;
1777 } 1571 }
1778} 1572}
1779 1573
1780/* 1574/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1587 op->carrying += weight;
1794 op = op->env; 1588 op = op->env;
1795 } 1589 }
1796} 1590}
1797 1591
1592object *
1593insert_ob_in_ob (object *op, object *where)
1594{
1595 if (!where)
1596 {
1597 char *dump = dump_object (op);
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump);
1600 return op;
1601 }
1602
1603 if (where->head)
1604 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head;
1607 }
1608
1609 return where->insert (op);
1610}
1611
1798/* 1612/*
1799 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1800 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1801 * inside the object environment. 1615 * inside the object environment.
1802 * 1616 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1810 */ 1619 */
1811 1620
1812object * 1621object *
1813insert_ob_in_ob (object *op, object *where) 1622object::insert (object *op)
1814{ 1623{
1815 object * 1624 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1625
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1626 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1627 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1628
1839 if (op->more) 1629 if (op->more)
1840 { 1630 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1632 return op;
1844 1634
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1637 if (op->nrof)
1848 { 1638 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1639 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1640 if (object::can_merge (tmp, op))
1851 { 1641 {
1852 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1643 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1645 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1646 * tmp->nrof, we need to increase the weight.
1857 */ 1647 */
1858 add_weight (where, op->weight * op->nrof); 1648 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1649 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1650 op->destroy (); /* free the inserted object */
1861 op = tmp; 1651 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1652 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1653 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1654 break;
1865 } 1655 }
1866 1656
1867 /* I assume combined objects have no inventory 1657 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1658 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1659 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1660 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1661 * the linking below
1872 */ 1662 */
1873 add_weight (where, op->weight * op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1874 } 1664 }
1875 else 1665 else
1876 add_weight (where, (op->weight + op->carrying)); 1666 add_weight (this, (op->weight + op->carrying));
1877 1667
1878 otmp = is_player_inv (where); 1668 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1669 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1670 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1671 otmp->update_stats ();
1883 }
1884 1672
1885 op->map = NULL; 1673 op->map = 0;
1886 op->env = where; 1674 op->env = this;
1887 op->above = NULL; 1675 op->above = 0;
1888 op->below = NULL; 1676 op->below = 0;
1889 op->x = 0, op->y = 0; 1677 op->x = 0, op->y = 0;
1890 1678
1891 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1680 if ((op->glow_radius != 0) && map)
1893 { 1681 {
1894#ifdef DEBUG_LIGHTS 1682#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1683 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1684#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1685 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1686 update_all_los (map, x, y);
1899 } 1687 }
1900 1688
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1689 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1690 * It sure simplifies this function...
1903 */ 1691 */
1904 if (where->inv == NULL) 1692 if (!inv)
1905 where->inv = op; 1693 inv = op;
1906 else 1694 else
1907 { 1695 {
1908 op->below = where->inv; 1696 op->below = inv;
1909 op->below->above = op; 1697 op->below->above = op;
1910 where->inv = op; 1698 inv = op;
1911 } 1699 }
1700
1701 INVOKE_OBJECT (INSERT, this);
1702
1912 return op; 1703 return op;
1913} 1704}
1914 1705
1915/* 1706/*
1916 * Checks if any objects has a move_type that matches objects 1707 * Checks if any objects has a move_type that matches objects
1934 */ 1725 */
1935 1726
1936int 1727int
1937check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1938{ 1729{
1939 object * 1730 object *tmp;
1940 tmp; 1731 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1947 1733
1948 MoveType 1734 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1735
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1737 return 0;
1955
1956 tag = op->count;
1957 1738
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1742
1977 1758
1978 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1980 */ 1761 */
1981 1762
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1983 { 1764 {
1984 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1767 * we don't need to check all of them.
1987 */ 1768 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1805 {
2025 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
2026 1807
2027 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
2028 return 1; 1809 return 1;
2029 1810
2030 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2042/* 1823/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2046 */ 1827 */
2047
2048object * 1828object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1830{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2055 { 1832 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1834 return NULL;
2058 } 1835 }
1836
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2060 if (tmp->arch == at) 1838 if (tmp->arch == at)
2061 return tmp; 1839 return tmp;
1840
2062 return NULL; 1841 return NULL;
2063} 1842}
2064 1843
2065/* 1844/*
2066 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2069 */ 1848 */
2070
2071object * 1849object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2073{ 1851{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2078 { 1853 {
2079 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1855 return NULL;
2081 } 1856 }
1857
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2083 if (tmp->type == type) 1859 if (tmp->type == type)
2084 return tmp; 1860 return tmp;
1861
2085 return NULL; 1862 return NULL;
2086} 1863}
2087 1864
2088/* 1865/*
2089 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2092 */ 1869 */
2093
2094object * 1870object *
2095present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2096{ 1872{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1874 if (tmp->type == type)
2102 return tmp; 1875 return tmp;
1876
2103 return NULL; 1877 return NULL;
2104} 1878}
2105 1879
2106/* 1880/*
2107 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1892 * to be unique.
2119 */ 1893 */
2120
2121object * 1894object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1896{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1899 return tmp;
2131 } 1900
2132 return NULL; 1901 return 0;
2133} 1902}
2134 1903
2135/* 1904/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2139 */ 1908 */
2140
2141object * 1909object *
2142present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2143{ 1911{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1913 if (tmp->arch == at)
2149 return tmp; 1914 return tmp;
1915
2150 return NULL; 1916 return NULL;
2151} 1917}
2152 1918
2153/* 1919/*
2154 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2155 */ 1921 */
2156void 1922void
2157flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2158{ 1924{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1925 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1927 {
2165 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2167 } 1930 }
2168} /* 1931}
1932
1933/*
2169 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2170 */ 1935 */
2171void 1936void
2172unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2173{ 1938{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1939 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1941 {
2180 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2182 } 1944 }
2183} 1945}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2190 */ 1952 */
2191
2192void 1953void
2193set_cheat (object *op) 1954set_cheat (object *op)
2194{ 1955{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1979 * customized, changed states, etc.
2219 */ 1980 */
2220
2221int 1981int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1983{
2224 int
2225 i,
2226 index = 0, flag; 1984 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2229 1986
2230 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2231 { 1988 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1990 if (!flag)
2234 altern[index++] = i; 1991 altern [index++] = i;
2235 1992
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2243 */ 2000 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 2002 stop = maxfree[i];
2246 } 2003 }
2004
2247 if (!index) 2005 if (!index)
2248 return -1; 2006 return -1;
2007
2249 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2250} 2009}
2251 2010
2252/* 2011/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2016 */
2258
2259int 2017int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2019{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2022 return i;
2269 } 2023
2270 return -1; 2024 return -1;
2271} 2025}
2272 2026
2273/* 2027/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2031 */
2277static void 2032static void
2278permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2279{ 2034{
2280 int 2035 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2036 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2037
2291 tmp = arr[i]; 2038 while (--end)
2292 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2040}
2296 2041
2297/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2048 */
2304void 2049void
2305get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2306{ 2051{
2307 int 2052 int i;
2308 i;
2309 2053
2310 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2055 search_arr[i] = i;
2313 }
2314 2056
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2060}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2072 * there is capable of.
2331 */ 2073 */
2332
2333int 2074int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2076{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2339 2078
2340 sint16 nx, ny; 2079 sint16 nx, ny;
2341 object * 2080 object *tmp;
2342 tmp; 2081 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2082
2346 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2347 2084
2348 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2349 { 2086 {
2361 mp = m; 2098 mp = m;
2362 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2364 2101
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2366 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2105 max = maxfree[i];
2369 }
2370 else 2106 else
2371 { 2107 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2373 2111
2374 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2113 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2379 { 2115 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2119 break;
2385 } 2120
2386 }
2387 if (tmp) 2121 if (tmp)
2388 {
2389 return freedir[i]; 2122 return freedir[i];
2390 }
2391 } 2123 }
2392 } 2124 }
2393 } 2125 }
2126
2394 return 0; 2127 return 0;
2395} 2128}
2396 2129
2397/* 2130/*
2398 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2132 * distance between the two given objects.
2400 */ 2133 */
2401
2402int 2134int
2403distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2404{ 2136{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2138}
2411 2139
2412/* 2140/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2416 */ 2144 */
2417
2418int 2145int
2419find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2420{ 2147{
2421 int 2148 int q;
2422 q;
2423 2149
2424 if (y) 2150 if (y)
2425 q = x * 100 / y; 2151 q = x * 100 / y;
2426 else if (x) 2152 else if (x)
2427 q = -300 * x; 2153 q = -300 * x;
2462int 2188int
2463absdir (int d) 2189absdir (int d)
2464{ 2190{
2465 while (d < 1) 2191 while (d < 1)
2466 d += 8; 2192 d += 8;
2193
2467 while (d > 8) 2194 while (d > 8)
2468 d -= 8; 2195 d -= 8;
2196
2469 return d; 2197 return d;
2470} 2198}
2471 2199
2472/* 2200/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2203 */
2476 2204
2477int 2205int
2478dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2479{ 2207{
2480 int 2208 int d;
2481 d;
2482 2209
2483 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2484 if (d > 4) 2211 if (d > 4)
2485 d = 8 - d; 2212 d = 8 - d;
2213
2486 return d; 2214 return d;
2487} 2215}
2488 2216
2489/* peterm: 2217/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2224 * functions.
2497 */ 2225 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2281 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2557 */ 2283 */
2558
2559
2560int 2284int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2286{
2563 sint16 dx, dy; 2287 sint16 dx, dy;
2564 int
2565 mflags; 2288 int mflags;
2566 2289
2567 if (dir < 0) 2290 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2569 2292
2570 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2583 return 0; 2306 return 0;
2584 2307
2585 /* yes, can see. */ 2308 /* yes, can see. */
2586 if (dir < 9) 2309 if (dir < 9)
2587 return 1; 2310 return 1;
2311
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2315}
2591
2592
2593 2316
2594/* 2317/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2334}
2612 2335
2613
2614/* 2336/*
2615 * create clone from object to another 2337 * create clone from object to another
2616 */ 2338 */
2617object * 2339object *
2618object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2619{ 2341{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2343
2623 if (!asrc) 2344 if (!asrc)
2624 return NULL; 2345 return 0;
2346
2625 src = asrc; 2347 src = asrc;
2626 if (src->head) 2348 if (src->head)
2627 src = src->head; 2349 src = src->head;
2628 2350
2629 prev = NULL; 2351 prev = 0;
2630 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2631 { 2353 {
2632 tmp = get_object (); 2354 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2355 tmp->x -= src->x;
2635 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2636 if (!part->head) 2358 if (!part->head)
2637 { 2359 {
2638 dst = tmp; 2360 dst = tmp;
2639 tmp->head = NULL; 2361 tmp->head = 0;
2640 } 2362 }
2641 else 2363 else
2642 {
2643 tmp->head = dst; 2364 tmp->head = dst;
2644 } 2365
2645 tmp->more = NULL; 2366 tmp->more = 0;
2367
2646 if (prev) 2368 if (prev)
2647 prev->more = tmp; 2369 prev->more = tmp;
2370
2648 prev = tmp; 2371 prev = tmp;
2649 } 2372 }
2650 2373
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2376
2657 return dst; 2377 return dst;
2658} 2378}
2659 2379
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2386object *
2682load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2683{ 2388{
2684 object * 2389 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2688 2391
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2393
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2693 2395
2694 if (tempfile == NULL) 2396 if (tempfile == NULL)
2695 { 2397 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2399 return NULL;
2698 } 2400 }
2699 2401
2700 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2403 fclose (tempfile);
2702 2404
2703 op = get_object (); 2405 op = object::create ();
2704 2406
2705 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2706 2408
2707 if (thawer) 2409 if (thawer)
2708 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2420 * returns NULL if no match.
2719 */ 2421 */
2720object * 2422object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2424{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2427 return tmp;
2729 2428
2730 return NULL; 2429 return 0;
2731} 2430}
2732 2431
2733/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2433 * otherwise return NULL.
2735 * 2434 *
2737 * do the desired thing. 2436 * do the desired thing.
2738 */ 2437 */
2739key_value * 2438key_value *
2740get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2741{ 2440{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2442 if (link->key == key)
2748 {
2749 return link; 2443 return link;
2750 }
2751 }
2752 2444
2753 return NULL; 2445 return 0;
2754} 2446}
2755 2447
2756/* 2448/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2450 *
2798 * Returns TRUE on success. 2490 * Returns TRUE on success.
2799 */ 2491 */
2800int 2492int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2494{
2803 key_value *
2804 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2805 2496
2806 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2498 {
2808 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2809 { 2500 {
2837 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2838 2529
2839 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2840 2531
2841 if (!add_key) 2532 if (!add_key)
2842 {
2843 return FALSE; 2533 return FALSE;
2844 } 2534
2845 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2849 * should pass in "" 2539 * should pass in ""

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