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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
555 490
556 if (is_freed) 491 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 492 SET_FLAG (dst, FLAG_FREED);
493
558 if (is_removed) 494 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 495 SET_FLAG (dst, FLAG_REMOVED);
560 496
561 if (op2->speed < 0) 497 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 499
564 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
565 if (op2->key_values) 501 if (key_values)
566 { 502 {
567 key_value *tail = 0; 503 key_value *tail = 0;
568 key_value *i; 504 key_value *i;
569 505
570 op->key_values = 0; 506 dst->key_values = 0;
571 507
572 for (i = op2->key_values; i; i = i->next) 508 for (i = key_values; i; i = i->next)
573 { 509 {
574 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
575 511
576 new_link->next = 0; 512 new_link->next = 0;
577 new_link->key = i->key; 513 new_link->key = i->key;
578 new_link->value = i->value; 514 new_link->value = i->value;
579 515
580 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
581 if (!op->key_values) 517 if (!dst->key_values)
582 { 518 {
583 op->key_values = new_link; 519 dst->key_values = new_link;
584 tail = new_link; 520 tail = new_link;
585 } 521 }
586 else 522 else
587 { 523 {
588 tail->next = new_link; 524 tail->next = new_link;
589 tail = new_link; 525 tail = new_link;
590 } 526 }
591 } 527 }
592 } 528 }
593 529
594 update_ob_speed (op); 530 update_ob_speed (dst);
531}
532
533object *
534object::clone ()
535{
536 object *neu = create ();
537 copy_to (neu);
538 return neu;
595} 539}
596 540
597/* 541/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 543 * to the closest player being on the other side, this function can
707 op->active_next = NULL; 651 op->active_next = NULL;
708 op->active_prev = NULL; 652 op->active_prev = NULL;
709} 653}
710 654
711/* 655/*
712 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 659 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 660 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 661 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
719 * 663 *
720 * action is a hint of what the caller believes need to be done. 664 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 665 * current action are:
726 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 669 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
731 */ 671 */
732
733void 672void
734update_object (object *op, int action) 673update_object (object *op, int action)
735{ 674{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
738 676
739 if (op == NULL) 677 if (op == NULL)
740 { 678 {
741 /* this should never happen */ 679 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 681 return;
744 } 682 }
745 683
746 if (op->env != NULL) 684 if (op->env)
747 { 685 {
748 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
749 * to do in this case. 687 * to do in this case.
750 */ 688 */
751 return; 689 return;
765 abort (); 703 abort ();
766#endif 704#endif
767 return; 705 return;
768 } 706 }
769 707
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 708 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
777 if (action == UP_OBJ_INSERT) 712 else if (action == UP_OBJ_INSERT)
778 { 713 {
714 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 721 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 722 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 723 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 725 * to have move_allow right now.
802 */ 726 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 729 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 730 }
809 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 733 * that is being removed.
812 */ 734 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 736 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 737 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 738 /* Nothing to do for that case */ ;
817 else 739 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 741
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 742 if (op->more)
827 update_object (op->more, action); 743 update_object (op->more, action);
828} 744}
829 745
830object::vector object::mortals; 746object::vector object::mortals;
831object::vector object::objects; // not yet used 747object::vector object::objects; // not yet used
839 else 755 else
840 { 756 {
841 delete *i; 757 delete *i;
842 mortals.erase (i); 758 mortals.erase (i);
843 } 759 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 760}
853 761
854object::object () 762object::object ()
855{ 763{
856 SET_FLAG (this, FLAG_REMOVED); 764 SET_FLAG (this, FLAG_REMOVED);
915 823
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this); 825 remove_friendly_object (this);
918 826
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this); 828 remove ();
921 829
922 SET_FLAG (this, FLAG_FREED); 830 SET_FLAG (this, FLAG_FREED);
923 831
924 if (more) 832 if (more)
925 { 833 {
950 858
951 while (op) 859 while (op)
952 { 860 {
953 object *tmp = op->below; 861 object *tmp = op->below;
954 862
955 remove_ob (op); 863 op->remove ();
956 864
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op); 867 op->destroy ();
960 else 868 else
961 { 869 {
962 op->x = x; 870 op->x = x;
963 op->y = y; 871 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 op = tmp; 875 op = tmp;
968 } 876 }
969 } 877 }
970 } 878 }
971 879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
972 // clear those pointers that likely might have circular references to us 900 // clear those pointers that likely might have circular references to us
973 owner = 0; 901 owner = 0;
974 enemy = 0; 902 enemy = 0;
975 attacked_by = 0; 903 attacked_by = 0;
976 904
988 916
989/* 917/*
990 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
992 */ 920 */
993
994void 921void
995sub_weight (object *op, signed long weight) 922sub_weight (object *op, signed long weight)
996{ 923{
997 while (op != NULL) 924 while (op != NULL)
998 { 925 {
1002 op->carrying -= weight; 929 op->carrying -= weight;
1003 op = op->env; 930 op = op->env;
1004 } 931 }
1005} 932}
1006 933
1007/* remove_ob(op): 934/* op->remove ():
1008 * This function removes the object op from the linked list of objects 935 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 936 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 939 * the previous environment.
1013 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1014 */ 941 */
1015
1016void 942void
1017remove_ob (object *op) 943object::remove ()
1018{ 944{
1019 object *tmp, *last = 0; 945 object *tmp, *last = 0;
1020 object *otmp; 946 object *otmp;
1021 947
1022 int check_walk_off; 948 int check_walk_off;
1023 maptile *m;
1024 949
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 951 return;
1029 952
1030 SET_FLAG (op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1031 954
1032 if (op->more != NULL) 955 if (more)
1033 remove_ob (op->more); 956 more->remove ();
1034 957
1035 /* 958 /*
1036 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1037 * inventory. 960 * inventory.
1038 */ 961 */
1039 if (op->env != NULL) 962 if (env)
1040 { 963 {
1041 if (op->nrof) 964 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1043 else 966 else
1044 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1045 968
1046 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 971 * to save cpu time.
1049 */ 972 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 974 otmp->update_stats ();
1052 975
1053 if (op->above != NULL) 976 if (above != NULL)
1054 op->above->below = op->below; 977 above->below = below;
1055 else 978 else
1056 op->env->inv = op->below; 979 env->inv = below;
1057 980
1058 if (op->below != NULL) 981 if (below != NULL)
1059 op->below->above = op->above; 982 below->above = above;
1060 983
1061 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1064 */ 987 */
1065 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1066 op->map = op->env->map; 989 map = env->map;
1067 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1068 op->env = NULL; 991 env = 0;
1069 } 992 }
1070 else if (op->map) 993 else if (map)
1071 { 994 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had 995 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about 996 * lots of logic for things we no longer care about
1093 */ 997 */
1094 998
1095 /* link the object above us */ 999 /* link the object above us */
1096 if (op->above) 1000 if (above)
1097 op->above->below = op->below; 1001 above->below = below;
1098 else 1002 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1003 map->at (x, y).top = below; /* we were top, set new top */
1100 1004
1101 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1102 if (op->below) 1006 if (below)
1103 op->below->above = op->above; 1007 below->above = above;
1104 else 1008 else
1105 { 1009 {
1106 /* Nothing below, which means we need to relink map object for this space 1010 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1011 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1012 * evident
1109 */ 1013 */
1110 if (GET_MAP_OB (m, x, y) != op) 1014 if (GET_MAP_OB (map, x, y) != this)
1111 { 1015 {
1112 char *dump = dump_object (op); 1016 char *dump = dump_object (this);
1113 LOG (llevError, 1017 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1115 free (dump); 1019 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1020 dump = dump_object (GET_MAP_OB (map, x, y));
1117 LOG (llevError, "%s\n", dump); 1021 LOG (llevError, "%s\n", dump);
1118 free (dump); 1022 free (dump);
1119 } 1023 }
1120 1024
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1025 map->at (x, y).bottom = above; /* goes on above it. */
1122 } 1026 }
1123 1027
1124 op->above = 0; 1028 above = 0;
1125 op->below = 0; 1029 below = 0;
1126 1030
1127 if (op->map->in_memory == MAP_SAVING) 1031 if (map->in_memory == MAP_SAVING)
1128 return; 1032 return;
1129 1033
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1131 1035
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1133 { 1037 {
1134 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1135 * being removed. 1039 * being removed.
1136 */ 1040 */
1137 1041
1138 if (tmp->type == PLAYER && tmp != op) 1042 if (tmp->type == PLAYER && tmp != this)
1139 { 1043 {
1140 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1142 * appropriately. 1046 * appropriately.
1143 */ 1047 */
1144 if (tmp->container == op) 1048 if (tmp->container == this)
1145 { 1049 {
1146 CLEAR_FLAG (op, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container = NULL; 1051 tmp->container = 0;
1148 } 1052 }
1149 1053
1150 tmp->contr->socket.update_look = 1; 1054 tmp->contr->ns->floorbox_update ();
1151 } 1055 }
1152 1056
1153 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1154 if (check_walk_off 1058 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1059 && ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 { 1061 {
1158 move_apply (tmp, op, NULL); 1062 move_apply (tmp, this, 0);
1159 1063
1160 if (op->destroyed ()) 1064 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1066 }
1163 1067
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165 1069
1166 if (tmp->above == tmp) 1070 if (tmp->above == tmp)
1167 tmp->above = NULL; 1071 tmp->above = 0;
1168 1072
1169 last = tmp; 1073 last = tmp;
1170 } 1074 }
1171 1075
1172 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1173 if (last == NULL) 1077 if (!last)
1174 { 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1079 else
1184 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1185 1081
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1188 } 1084 }
1189} 1085}
1190 1086
1191/* 1087/*
1192 * merge_ob(op,top): 1088 * merge_ob(op,top):
1207 1103
1208 for (; top != NULL; top = top->below) 1104 for (; top != NULL; top = top->below)
1209 { 1105 {
1210 if (top == op) 1106 if (top == op)
1211 continue; 1107 continue;
1212 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1213 { 1110 {
1214 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1215 1112
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1115 op->destroy ();
1219 free_object (op);
1220 return top; 1116 return top;
1221 } 1117 }
1222 } 1118 }
1223 1119
1224 return 0; 1120 return 0;
1351 1247
1352 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1353 */ 1249 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1357 { 1253 {
1358 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1255 tmp->destroy ();
1360 free_object (tmp);
1361 } 1256 }
1362 1257
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1260
1378 op->below = originator->below; 1273 op->below = originator->below;
1379 1274
1380 if (op->below) 1275 if (op->below)
1381 op->below->above = op; 1276 op->below->above = op;
1382 else 1277 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bottom = op;
1384 1279
1385 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1386 originator->below = op; 1281 originator->below = op;
1387 } 1282 }
1388 else 1283 else
1434 * If INS_ON_TOP is used, don't do this processing 1329 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1330 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1331 * stacking is a bit odd.
1437 */ 1332 */
1438 if (!(flag & INS_ON_TOP) && 1333 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 { 1335 {
1441 for (last = top; last != floor; last = last->below) 1336 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1338 break;
1444 /* Check to see if we found the object that blocks view, 1339 /* Check to see if we found the object that blocks view,
1467 1362
1468 if (op->above) 1363 if (op->above)
1469 op->above->below = op; 1364 op->above->below = op;
1470 1365
1471 op->below = NULL; 1366 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1367 op->ms ().bottom = op;
1473 } 1368 }
1474 else 1369 else
1475 { /* get inserted into the stack above top */ 1370 { /* get inserted into the stack above top */
1476 op->above = top->above; 1371 op->above = top->above;
1477 1372
1481 op->below = top; 1376 op->below = top;
1482 top->above = op; 1377 top->above = op;
1483 } 1378 }
1484 1379
1485 if (op->above == NULL) 1380 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1381 op->ms ().top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1382 } /* else not INS_BELOW_ORIGINATOR */
1488 1383
1489 if (op->type == PLAYER) 1384 if (op->type == PLAYER)
1490 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1491 1386
1492 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1494 */ 1389 */
1495 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1497 if (tmp->type == PLAYER) 1392 pl->contr->ns->floorbox_update ();
1498 tmp->contr->socket.update_look = 1;
1499 1393
1500 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1511 1405
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1514 1408
1515 /* Don't know if moving this to the end will break anything. However, 1409 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1410 * we want to have floorbox_update called before calling this.
1517 * 1411 *
1518 * check_move_on() must be after this because code called from 1412 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1413 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1414 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1415 * update_object().
1537 1431
1538 return op; 1432 return op;
1539} 1433}
1540 1434
1541/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1544 */ 1438 */
1545void 1439void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1441{
1548 object * 1442 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1443
1553 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1554 1445
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 { 1448 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1449
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1451
1566 tmp1->x = op->x; 1452 tmp1->x = op->x;
1567 tmp1->y = op->y; 1453 tmp1->y = op->y;
1577 */ 1463 */
1578 1464
1579object * 1465object *
1580get_split_ob (object *orig_ob, uint32 nr) 1466get_split_ob (object *orig_ob, uint32 nr)
1581{ 1467{
1582 object * 1468 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1470
1587 if (orig_ob->nrof < nr) 1471 if (orig_ob->nrof < nr)
1588 { 1472 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1474 return NULL;
1591 } 1475 }
1592 1476
1593 newob = object_create_clone (orig_ob); 1477 newob = object_create_clone (orig_ob);
1594 1478
1595 if ((orig_ob->nrof -= nr) < 1) 1479 if ((orig_ob->nrof -= nr) < 1)
1596 { 1480 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1481 else if (!is_removed)
1602 { 1482 {
1603 if (orig_ob->env != NULL) 1483 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1625 1505
1626object * 1506object *
1627decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1628{ 1508{
1629 object *tmp; 1509 object *tmp;
1630 player *pl;
1631 1510
1632 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1512 return op;
1634 1513
1635 if (i > op->nrof) 1514 if (i > op->nrof)
1636 i = op->nrof; 1515 i = op->nrof;
1637 1516
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1518 op->nrof -= i;
1640 else if (op->env != NULL) 1519 else if (op->env)
1641 { 1520 {
1642 /* is this object in the players inventory, or sub container 1521 /* is this object in the players inventory, or sub container
1643 * therein? 1522 * therein?
1644 */ 1523 */
1645 tmp = is_player_inv (op->env); 1524 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1525 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1526 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1529 * and then searching the map for a player.
1651 */ 1530 */
1652 if (!tmp) 1531 if (!tmp)
1653 { 1532 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1656 break; 1536 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1537 }
1662 1538
1663 if (i < op->nrof) 1539 if (i < op->nrof)
1664 { 1540 {
1665 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1542 op->nrof -= i;
1667 if (tmp) 1543 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1544 esrv_send_item (tmp, op);
1670 }
1671 } 1545 }
1672 else 1546 else
1673 { 1547 {
1674 remove_ob (op); 1548 op->remove ();
1675 op->nrof = 0; 1549 op->nrof = 0;
1676 if (tmp) 1550 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1551 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1552 }
1681 } 1553 }
1682 else 1554 else
1683 { 1555 {
1684 object *above = op->above; 1556 object *above = op->above;
1685 1557
1686 if (i < op->nrof) 1558 if (i < op->nrof)
1687 op->nrof -= i; 1559 op->nrof -= i;
1688 else 1560 else
1689 { 1561 {
1690 remove_ob (op); 1562 op->remove ();
1691 op->nrof = 0; 1563 op->nrof = 0;
1692 } 1564 }
1693 1565
1694 /* Since we just removed op, op->above is null */ 1566 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1568 if (tmp->type == PLAYER)
1697 { 1569 {
1698 if (op->nrof) 1570 if (op->nrof)
1699 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1700 else 1572 else
1704 1576
1705 if (op->nrof) 1577 if (op->nrof)
1706 return op; 1578 return op;
1707 else 1579 else
1708 { 1580 {
1709 free_object (op); 1581 op->destroy ();
1710 return NULL; 1582 return 0;
1711 } 1583 }
1712} 1584}
1713 1585
1714/* 1586/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1727 op->carrying += weight; 1599 op->carrying += weight;
1728 op = op->env; 1600 op = op->env;
1729 } 1601 }
1730} 1602}
1731 1603
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1604object *
1747insert_ob_in_ob (object *op, object *where) 1605insert_ob_in_ob (object *op, object *where)
1748{ 1606{
1749 object * 1607 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1608 {
1763 char *dump = dump_object (op); 1609 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1611 free (dump);
1766 return op; 1612 return op;
1767 } 1613 }
1768 1614
1769 if (where->head) 1615 if (where->head)
1770 { 1616 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1618 where = where->head;
1773 } 1619 }
1620
1621 return where->insert (op);
1622}
1623
1624/*
1625 * env->insert (op)
1626 * This function inserts the object op in the linked list
1627 * inside the object environment.
1628 *
1629 * The function returns now pointer to inserted item, and return value can
1630 * be != op, if items are merged. -Tero
1631 */
1632
1633object *
1634object::insert (object *op)
1635{
1636 object *tmp, *otmp;
1637
1638 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 op->remove ();
1774 1640
1775 if (op->more) 1641 if (op->more)
1776 { 1642 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1644 return op;
1780 1646
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1648 CLEAR_FLAG (op, FLAG_REMOVED);
1783 if (op->nrof) 1649 if (op->nrof)
1784 { 1650 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1651 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1652 if (object::can_merge (tmp, op))
1787 { 1653 {
1788 /* return the original object and remove inserted object 1654 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1655 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1656 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1657 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1658 * tmp->nrof, we need to increase the weight.
1793 */ 1659 */
1794 add_weight (where, op->weight * op->nrof); 1660 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1661 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1662 op->destroy (); /* free the inserted object */
1797 op = tmp; 1663 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1664 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1665 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1666 break;
1801 } 1667 }
1802 1668
1803 /* I assume combined objects have no inventory 1669 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1670 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1671 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1672 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1673 * the linking below
1808 */ 1674 */
1809 add_weight (where, op->weight * op->nrof); 1675 add_weight (this, op->weight * op->nrof);
1810 } 1676 }
1811 else 1677 else
1812 add_weight (where, (op->weight + op->carrying)); 1678 add_weight (this, (op->weight + op->carrying));
1813 1679
1814 otmp = is_player_inv (where); 1680 otmp = this->in_player ();
1815 if (otmp && otmp->contr != NULL) 1681 if (otmp && otmp->contr)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1683 otmp->update_stats ();
1819 }
1820 1684
1821 op->map = NULL; 1685 op->map = 0;
1822 op->env = where; 1686 op->env = this;
1823 op->above = NULL; 1687 op->above = 0;
1824 op->below = NULL; 1688 op->below = 0;
1825 op->x = 0, op->y = 0; 1689 op->x = 0, op->y = 0;
1826 1690
1827 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1692 if ((op->glow_radius != 0) && map)
1829 { 1693 {
1830#ifdef DEBUG_LIGHTS 1694#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1696#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1697 if (MAP_DARKNESS (map))
1834 update_all_los (where->map, where->x, where->y); 1698 update_all_los (map, x, y);
1835 } 1699 }
1836 1700
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1701 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1702 * It sure simplifies this function...
1839 */ 1703 */
1840 if (where->inv == NULL) 1704 if (!inv)
1841 where->inv = op; 1705 inv = op;
1842 else 1706 else
1843 { 1707 {
1844 op->below = where->inv; 1708 op->below = inv;
1845 op->below->above = op; 1709 op->below->above = op;
1846 where->inv = op; 1710 inv = op;
1847 } 1711 }
1712
1848 return op; 1713 return op;
1849} 1714}
1850 1715
1851/* 1716/*
1852 * Checks if any objects has a move_type that matches objects 1717 * Checks if any objects has a move_type that matches objects
2165 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2169 */ 2034 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2036 stop = maxfree[i];
2172 } 2037 }
2038
2173 if (!index) 2039 if (!index)
2174 return -1; 2040 return -1;
2041
2175 return altern[RANDOM () % index]; 2042 return altern[RANDOM () % index];
2176} 2043}
2177 2044
2178/* 2045/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2287 mp = m; 2154 mp = m;
2288 nx = x + freearr_x[i]; 2155 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2156 ny = y + freearr_y[i];
2290 2157
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2159
2292 if (mflags & P_OUT_OF_MAP) 2160 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2161 max = maxfree[i];
2295 }
2296 else 2162 else
2297 { 2163 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2299 2165
2300 if ((move_type & blocked) == move_type) 2166 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2167 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2168 else if (mflags & P_IS_ALIVE)
2305 { 2169 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2307 {
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break; 2172 break;
2311 } 2173
2312 }
2313 if (tmp) 2174 if (tmp)
2314 {
2315 return freedir[i]; 2175 return freedir[i];
2316 }
2317 } 2176 }
2318 } 2177 }
2319 } 2178 }
2179
2320 return 0; 2180 return 0;
2321} 2181}
2322 2182
2323/* 2183/*
2324 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2326 */ 2186 */
2327 2187
2328int 2188int
2329distance (const object *ob1, const object *ob2) 2189distance (const object *ob1, const object *ob2)
2330{ 2190{
2331 int 2191 int i;
2332 i;
2333 2192
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i; 2194 return i;
2336} 2195}
2337 2196
2342 */ 2201 */
2343 2202
2344int 2203int
2345find_dir_2 (int x, int y) 2204find_dir_2 (int x, int y)
2346{ 2205{
2347 int 2206 int q;
2348 q;
2349 2207
2350 if (y) 2208 if (y)
2351 q = x * 100 / y; 2209 q = x * 100 / y;
2352 else if (x) 2210 else if (x)
2353 q = -300 * x; 2211 q = -300 * x;
2479 * find a path to that monster that we found. If not, 2337 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2338 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2339 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2340 * Modified to be map tile aware -.MSW
2483 */ 2341 */
2484
2485
2486int 2342int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2343can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2344{
2489 sint16 dx, dy; 2345 sint16 dx, dy;
2490 int
2491 mflags; 2346 int mflags;
2492 2347
2493 if (dir < 0) 2348 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2349 return 0; /* exit condition: invalid direction */
2495 2350
2496 dx = x + freearr_x[dir]; 2351 dx = x + freearr_x[dir];
2509 return 0; 2364 return 0;
2510 2365
2511 /* yes, can see. */ 2366 /* yes, can see. */
2512 if (dir < 9) 2367 if (dir < 9)
2513 return 1; 2368 return 1;
2369
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2370 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2371 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2372 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2373}
2517
2518
2519 2374
2520/* 2375/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2376 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2377 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2378 * picked up, otherwise 0.
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2391 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2392}
2538 2393
2539
2540/* 2394/*
2541 * create clone from object to another 2395 * create clone from object to another
2542 */ 2396 */
2543object * 2397object *
2544object_create_clone (object *asrc) 2398object_create_clone (object *asrc)
2545{ 2399{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2400 object *dst = 0, *tmp, *src, *part, *prev, *item;
2548 2401
2549 if (!asrc) 2402 if (!asrc)
2550 return NULL; 2403 return 0;
2404
2551 src = asrc; 2405 src = asrc;
2552 if (src->head) 2406 if (src->head)
2553 src = src->head; 2407 src = src->head;
2554 2408
2555 prev = NULL; 2409 prev = 0;
2556 for (part = src; part; part = part->more) 2410 for (part = src; part; part = part->more)
2557 { 2411 {
2558 tmp = get_object (); 2412 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2413 tmp->x -= src->x;
2561 tmp->y -= src->y; 2414 tmp->y -= src->y;
2415
2562 if (!part->head) 2416 if (!part->head)
2563 { 2417 {
2564 dst = tmp; 2418 dst = tmp;
2565 tmp->head = NULL; 2419 tmp->head = 0;
2566 } 2420 }
2567 else 2421 else
2568 {
2569 tmp->head = dst; 2422 tmp->head = dst;
2570 } 2423
2571 tmp->more = NULL; 2424 tmp->more = 0;
2425
2572 if (prev) 2426 if (prev)
2573 prev->more = tmp; 2427 prev->more = tmp;
2428
2574 prev = tmp; 2429 prev = tmp;
2575 } 2430 }
2576 2431
2577 for (item = src->inv; item; item = item->below) 2432 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2433 insert_ob_in_ob (object_create_clone (item), dst);
2604 } 2459 }
2605 2460
2606 fprintf (tempfile, obstr); 2461 fprintf (tempfile, obstr);
2607 fclose (tempfile); 2462 fclose (tempfile);
2608 2463
2609 op = get_object (); 2464 op = object::create ();
2610 2465
2611 object_thawer thawer (filename); 2466 object_thawer thawer (filename);
2612 2467
2613 if (thawer) 2468 if (thawer)
2614 load_object (thawer, op, 0); 2469 load_object (thawer, op, 0);

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