ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 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. */
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>
35 34
35#include <bitset>
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
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * 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
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 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)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195 195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 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)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* 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
206 * 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
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (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)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* 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 */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* 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
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * 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.
379 */ 360 */
380 361
381void 362char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 1);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * 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
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
554 } 467 }
555 468
556 op->key_values = 0; 469 op->key_values = 0;
557} 470}
558 471
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 472/*
611 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
614 * 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,
615 * 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
616 * will point at garbage. 478 * will point at garbage.
617 */ 479 */
618void 480void
619copy_object (object *op2, object *op) 481object::copy_to (object *dst)
620{ 482{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 485
624 op2->clone (op); 486 *(object_copy *)dst = *this;
625 487
626 if (is_freed) 488 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
628 if (is_removed) 491 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
630 493
631 if (op2->speed < 0) 494 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 496
634 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
635 if (op2->key_values) 498 if (key_values)
636 { 499 {
637 key_value *tail = 0; 500 key_value *tail = 0;
638 key_value *i; 501 key_value *i;
639 502
640 op->key_values = 0; 503 dst->key_values = 0;
641 504
642 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
643 { 506 {
644 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
645 508
646 new_link->next = 0; 509 new_link->next = 0;
647 new_link->key = i->key; 510 new_link->key = i->key;
648 new_link->value = i->value; 511 new_link->value = i->value;
649 512
650 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
651 if (!op->key_values) 514 if (!dst->key_values)
652 { 515 {
653 op->key_values = new_link; 516 dst->key_values = new_link;
654 tail = new_link; 517 tail = new_link;
655 } 518 }
656 else 519 else
657 { 520 {
658 tail->next = new_link; 521 tail->next = new_link;
659 tail = new_link; 522 tail = new_link;
660 } 523 }
661 } 524 }
662 } 525 }
663 526
664 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;
665} 536}
666 537
667/* 538/*
668 * 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
669 * 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
683 * 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
684 * 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.
685 * 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.
686 */ 557 */
687void 558void
688update_ob_speed (object *op) 559object::set_speed (float speed)
689{ 560{
690 extern int arch_init; 561 extern int arch_init;
691 562
692 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated. 564 * since they never really need to be updated.
694 */ 565 */
695 566 if (flag [FLAG_FREED] && speed)
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 567 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 569 speed = 0;
703#endif
704 } 570 }
571
572 this->speed = speed;
705 573
706 if (arch_init) 574 if (arch_init)
707 return; 575 return;
708 576
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
710 { 578 {
711 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
713 return; 581 return;
714 582
715 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
716 * of the list. */ 584 * of the list. */
717 op->active_next = active_objects; 585 active_next = active_objects;
718 586
719 if (op->active_next != NULL) 587 if (active_next)
720 op->active_next->active_prev = op; 588 active_next->active_prev = this;
721 589
722 active_objects = op; 590 active_objects = this;
723 } 591 }
724 else 592 else
725 { 593 {
726 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
728 return; 596 return;
729 597
730 if (op->active_prev == NULL) 598 if (!active_prev)
731 { 599 {
732 active_objects = op->active_next; 600 active_objects = active_next;
733 601
734 if (op->active_next != NULL) 602 if (active_next)
735 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
736 } 604 }
737 else 605 else
738 { 606 {
739 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
740 608
741 if (op->active_next) 609 if (active_next)
742 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
743 } 611 }
744 612
745 op->active_next = NULL; 613 active_next = 0;
746 op->active_prev = NULL; 614 active_prev = 0;
747 } 615 }
748} 616}
749 617
750/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
751 * objects. 619 * objects.
777 op->active_next = NULL; 645 op->active_next = NULL;
778 op->active_prev = NULL; 646 op->active_prev = NULL;
779} 647}
780 648
781/* 649/*
782 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
784 * 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
785 * invisible object, etc...) 653 * invisible object, etc...)
786 * 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
787 * 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
788 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
789 * 657 *
790 * 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.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 659 * current action are:
796 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
798 * 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
799 * 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.
800 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
801 */ 665 */
802
803void 666void
804update_object (object *op, int action) 667update_object (object *op, int action)
805{ 668{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
808 670
809 if (op == NULL) 671 if (op == NULL)
810 { 672 {
811 /* this should never happen */ 673 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 675 return;
814 } 676 }
815 677
816 if (op->env != NULL) 678 if (op->env)
817 { 679 {
818 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
819 * to do in this case. 681 * to do in this case.
820 */ 682 */
821 return; 683 return;
826 */ 688 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 690 return;
829 691
830 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
831 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)
832 { 694 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 696#ifdef MANY_CORES
835 abort (); 697 abort ();
836#endif 698#endif
837 return; 699 return;
838 } 700 }
839 701
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
847 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
848 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* 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
871 * to have move_allow right now. 719 * to have move_allow right now.
872 */ 720 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 723 m.flags_ = P_NEED_UPDATE;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 724 }
879 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 727 * that is being removed.
882 */ 728 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
885 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
887 else 733 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 735
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 736 if (op->more)
897 update_object (op->more, action); 737 update_object (op->more, action);
898} 738}
899 739
900static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
901 741object *object::first;
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 742
922object::object () 743object::object ()
923{ 744{
924 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
925 746
936{ 757{
937 count = ++ob_count; 758 count = ++ob_count;
938 uuid = gen_uuid (); 759 uuid = gen_uuid ();
939 760
940 prev = 0; 761 prev = 0;
941 next = objects; 762 next = object::first;
942 763
943 if (objects) 764 if (object::first)
944 objects->prev = this; 765 object::first->prev = this;
945 766
946 objects = this; 767 object::first = this;
947} 768}
948 769
949void object::unlink () 770void object::unlink ()
950{ 771{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == objects) 772 if (this == object::first)
955 objects = next; 773 object::first = next;
956 774
957 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next; 776 if (prev) prev->next = next;
959 if (next) next->prev = prev; 777 if (next) next->prev = prev;
960 778
961 prev = 0; 779 prev = 0;
962 next = 0; 780 next = 0;
963} 781}
964 782
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
965object *object::create () 822object *object::create ()
966{ 823{
967 object *op = new object; 824 object *op = new object;
968 op->link (); 825 op->link ();
969 return op; 826 return op;
970} 827}
971 828
972/* 829void
973 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 831{
984 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])
985 return; 842 return;
986 843
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 flag [FLAG_FREED] = 1;
988 remove_friendly_object (this);
989 845
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 846 attachable::do_destroy ();
991 remove_ob (this);
992 847
993 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;
994 873
995 if (more) 874 if (more)
996 { 875 {
997 more->free (free_inventory); 876 more->destroy ();
998 more = 0; 877 more = 0;
999 } 878 }
1000 879
1001 if (inv) 880 // clear those pointers that likely might have circular references to us
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0; 881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
1044 884
1045 /* Remove object from the active list */ 885 // only relevant for players(?), but make sure of it anyways
1046 speed = 0; 886 contr = 0;
1047 update_ob_speed (this); 887}
1048 888
1049 unlink (); 889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
893 return;
1050 894
1051 mortals.push_back (this); 895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1052} 899}
1053 900
1054/* 901/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1056 * 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)).
1057 */ 904 */
1058
1059void 905void
1060sub_weight (object *op, signed long weight) 906sub_weight (object *op, signed long weight)
1061{ 907{
1062 while (op != NULL) 908 while (op != NULL)
1063 { 909 {
1064 if (op->type == CONTAINER) 910 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 912
1068 op->carrying -= weight; 913 op->carrying -= weight;
1069 op = op->env; 914 op = op->env;
1070 } 915 }
1071} 916}
1072 917
1073/* remove_ob(op): 918/* op->remove ():
1074 * 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
1075 * 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
1076 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 923 * the previous environment.
1079 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1080 */ 925 */
1081
1082void 926void
1083remove_ob (object *op) 927object::remove ()
1084{ 928{
929 object *tmp, *last = 0;
1085 object * 930 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 931
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 933 return;
1104 934
1105 SET_FLAG (op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1106 937
1107 if (op->more != NULL) 938 if (more)
1108 remove_ob (op->more); 939 more->remove ();
1109 940
1110 /* 941 /*
1111 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1112 * inventory. 943 * inventory.
1113 */ 944 */
1114 if (op->env != NULL) 945 if (env)
1115 { 946 {
1116 if (op->nrof) 947 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 948 sub_weight (env, weight * nrof);
1118 else 949 else
1119 sub_weight (op->env, op->weight + op->carrying); 950 sub_weight (env, weight + carrying);
1120 951
1121 /* 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
1122 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 954 * to save cpu time.
1124 */ 955 */
1125 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))
1126 fix_player (otmp); 957 otmp->update_stats ();
1127 958
1128 if (op->above != NULL) 959 if (above != NULL)
1129 op->above->below = op->below; 960 above->below = below;
1130 else 961 else
1131 op->env->inv = op->below; 962 env->inv = below;
1132 963
1133 if (op->below != NULL) 964 if (below != NULL)
1134 op->below->above = op->above; 965 below->above = above;
1135 966
1136 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1137 * 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
1138 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1139 */ 970 */
1140 op->x = op->env->x, op->y = op->env->y; 971 x = env->x, y = env->y;
1141 op->map = op->env->map; 972 map = env->map;
1142 op->above = NULL, op->below = NULL; 973 above = 0, below = 0;
1143 op->env = NULL; 974 env = 0;
1144 } 975 }
1145 else if (op->map) 976 else if (map)
1146 { 977 {
1147 x = op->x;
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 }
1161
1162 if (op->map != m)
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* 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
1167 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1168 */ 980 */
1169 981
1170 /* link the object above us */ 982 /* link the object above us */
1171 if (op->above) 983 if (above)
1172 op->above->below = op->below; 984 above->below = below;
1173 else 985 else
1174 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 */
1175 987
1176 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1177 if (op->below) 989 if (below)
1178 op->below->above = op->above; 990 below->above = above;
1179 else 991 else
1180 { 992 {
1181 /* 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
1182 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1183 * evident 995 * evident
1184 */ 996 */
1185 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1186 { 998 {
1187 dump_object (op); 999 char *dump = dump_object (this);
1188 LOG (llevError, 1000 LOG (llevError,
1189 "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);
1190 dump_object (GET_MAP_OB (m, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1191 LOG (llevError, "%s\n", errmsg); 1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1192 } 1006 }
1193 1007
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1195 } 1009 }
1196 1010
1197 op->above = 0; 1011 above = 0;
1198 op->below = 0; 1012 below = 0;
1199 1013
1200 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1201 return; 1015 return;
1202 1016
1203 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1018
1206 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)
1207 { 1020 {
1208 /* 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
1209 * being removed. 1022 * being removed.
1210 */ 1023 */
1211 1024
1212 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1213 { 1026 {
1214 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1216 * appropriately. 1029 * appropriately.
1217 */ 1030 */
1218 if (tmp->container == op) 1031 if (tmp->container == this)
1219 { 1032 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1034 tmp->container = 0;
1222 } 1035 }
1223 1036
1224 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1225 } 1039 }
1226 1040
1227 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1228 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))
1229 { 1045 {
1230 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1231 1047
1232 if (was_destroyed (op, tag)) 1048 if (destroyed ())
1233 {
1234 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 ());
1235 } 1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1236 } 1051 }
1237 1052
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1054
1240 if (tmp->above == tmp) 1055 if (tmp->above == tmp)
1241 tmp->above = NULL; 1056 tmp->above = 0;
1242 1057
1243 last = tmp; 1058 last = tmp;
1244 } 1059 }
1245 1060
1246 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL of there are no objects on this space */
1247 if (last == NULL) 1062 if (!last)
1248 { 1063 map->at (x, y).flags_ = P_NEED_UPDATE;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1064 else
1258 update_object (last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1259 1066
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1068 update_all_los (map, x, y);
1262 } 1069 }
1263} 1070}
1264 1071
1265/* 1072/*
1266 * merge_ob(op,top): 1073 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1081merge_ob (object *op, object *top)
1275{ 1082{
1276 if (!op->nrof) 1083 if (!op->nrof)
1277 return 0; 1084 return 0;
1278 1085
1279 if (top == NULL) 1086 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1087 for (top = op; top && top->above; top = top->above)
1088 ;
1281 1089
1282 for (; top != NULL; top = top->below) 1090 for (; top; top = top->below)
1283 { 1091 {
1284 if (top == op) 1092 if (top == op)
1285 continue; 1093 continue;
1286 if (CAN_MERGE (op, top)) 1094
1095 if (object::can_merge (op, top))
1287 { 1096 {
1288 top->nrof += op->nrof; 1097 top->nrof += op->nrof;
1289 1098
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1100 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1101 op->destroy ();
1293 free_object (op);
1294 return top; 1102 return top;
1295 } 1103 }
1296 } 1104 }
1297 1105
1298 return NULL; 1106 return 0;
1299} 1107}
1300 1108
1301/* 1109/*
1302 * 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
1303 * job preparing multi-part monsters 1111 * job preparing multi-part monsters
1304 */ 1112 */
1305object * 1113object *
1306insert_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)
1307{ 1115{
1308 object *tmp; 1116 object *tmp;
1309 1117
1310 if (op->head) 1118 if (op->head)
1311 op = op->head; 1119 op = op->head;
1337 * Return value: 1145 * Return value:
1338 * new object if 'op' was merged with other object 1146 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1147 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1148 * just 'op' otherwise
1341 */ 1149 */
1342
1343object * 1150object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1152{
1346 object *tmp, *top, *floor = NULL; 1153 object *tmp, *top, *floor = NULL;
1347 sint16 x, y; 1154 sint16 x, y;
1348 1155
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1156 if (QUERY_FLAG (op, FLAG_FREED))
1352 return NULL; 1159 return NULL;
1353 } 1160 }
1354 1161
1355 if (m == NULL) 1162 if (m == NULL)
1356 { 1163 {
1357 dump_object (op); 1164 char *dump = dump_object (op);
1358 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);
1359 return op; 1167 return op;
1360 } 1168 }
1361 1169
1362 if (out_of_map (m, op->x, op->y)) 1170 if (out_of_map (m, op->x, op->y))
1363 { 1171 {
1364 dump_object (op); 1172 char *dump = dump_object (op);
1365 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);
1366#ifdef MANY_CORES 1174#ifdef MANY_CORES
1367 /* 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
1368 * 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
1369 * improperly inserted. 1177 * improperly inserted.
1370 */ 1178 */
1371 abort (); 1179 abort ();
1372#endif 1180#endif
1181 free (dump);
1373 return op; 1182 return op;
1374 } 1183 }
1375 1184
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1185 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 { 1186 {
1378 dump_object (op); 1187 char *dump = dump_object (op);
1379 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);
1380 return op; 1190 return op;
1381 } 1191 }
1382 1192
1383 if (op->more != NULL) 1193 if (op->more)
1384 { 1194 {
1385 /* The part may be on a different map. */ 1195 /* The part may be on a different map. */
1386 1196
1387 object *more = op->more; 1197 object *more = op->more;
1388 1198
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 { 1215 {
1406 if (!op->head) 1216 if (!op->head)
1407 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");
1408 1218
1409 return NULL; 1219 return 0;
1410 } 1220 }
1411 } 1221 }
1412 1222
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1223 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1224
1422 1232
1423 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1424 */ 1234 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1426 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)
1427 if (CAN_MERGE (op, tmp)) 1237 if (object::can_merge (op, tmp))
1428 { 1238 {
1429 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1240 tmp->destroy ();
1431 free_object (tmp);
1432 } 1241 }
1433 1242
1434 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 */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1245
1449 op->below = originator->below; 1258 op->below = originator->below;
1450 1259
1451 if (op->below) 1260 if (op->below)
1452 op->below->above = op; 1261 op->below->above = op;
1453 else 1262 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1263 op->ms ().bot = op;
1455 1264
1456 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1457 originator->below = op; 1266 originator->below = op;
1458 } 1267 }
1459 else 1268 else
1505 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1316 * stacking is a bit odd.
1508 */ 1317 */
1509 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP) &&
1510 (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))
1511 { 1320 {
1512 for (last = top; last != floor; last = last->below) 1321 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1323 break;
1515 /* Check to see if we found the object that blocks view, 1324 /* Check to see if we found the object that blocks view,
1538 1347
1539 if (op->above) 1348 if (op->above)
1540 op->above->below = op; 1349 op->above->below = op;
1541 1350
1542 op->below = NULL; 1351 op->below = NULL;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1352 op->ms ().bot = op;
1544 } 1353 }
1545 else 1354 else
1546 { /* get inserted into the stack above top */ 1355 { /* get inserted into the stack above top */
1547 op->above = top->above; 1356 op->above = top->above;
1548 1357
1552 op->below = top; 1361 op->below = top;
1553 top->above = op; 1362 top->above = op;
1554 } 1363 }
1555 1364
1556 if (op->above == NULL) 1365 if (op->above == NULL)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1366 op->ms ().top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1367 } /* else not INS_BELOW_ORIGINATOR */
1559 1368
1560 if (op->type == PLAYER) 1369 if (op->type == PLAYER)
1561 op->contr->do_los = 1; 1370 op->contr->do_los = 1;
1562 1371
1563 /* 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
1564 * it, so save a few ticks and start from there. 1373 * it, so save a few ticks and start from there.
1565 */ 1374 */
1566 if (!(flag & INS_MAP_LOAD)) 1375 if (!(flag & INS_MAP_LOAD))
1567 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 ())
1568 if (tmp->type == PLAYER) 1377 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1378 pl->contr->ns->floorbox_update ();
1570 1379
1571 /* If this object glows, it may affect lighting conditions that are 1380 /* If this object glows, it may affect lighting conditions that are
1572 * 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
1573 * 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
1574 * on the map will get recalculated. The players could very well 1383 * on the map will get recalculated. The players could very well
1575 * 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 -
1576 * this should get redone to only look for players within range, 1385 * this should get redone to only look for players within range,
1577 * 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
1578 * of effect may be sufficient. 1387 * of effect may be sufficient.
1579 */ 1388 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1389 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1390 update_all_los (op->map, op->x, op->y);
1582 1391
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1392 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1393 update_object (op, UP_OBJ_INSERT);
1585 1394
1395 INVOKE_OBJECT (INSERT, op);
1396
1586 /* 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,
1587 * we want to have update_look set above before calling this. 1398 * we want to have floorbox_update called before calling this.
1588 * 1399 *
1589 * check_move_on() must be after this because code called from 1400 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1401 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1402 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1403 * update_object().
1594 1405
1595 /* 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 */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1407 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1408 {
1598 if (check_move_on (op, originator)) 1409 if (check_move_on (op, originator))
1599 return NULL; 1410 return 0;
1600 1411
1601 /* 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
1602 * walk on's. 1413 * walk on's.
1603 */ 1414 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1415 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1416 if (check_move_on (tmp, originator))
1606 return NULL; 1417 return 0;
1607 } 1418 }
1608 1419
1609 return op; 1420 return op;
1610} 1421}
1611 1422
1612/* this function inserts an object in the map, but if it 1423/* this function inserts an object in the map, but if it
1613 * 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.
1614 * 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.
1615 */ 1426 */
1616void 1427void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1428replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1429{
1619 object * 1430 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1431
1624 /* first search for itself and remove any old instances */ 1432 /* first search for itself and remove any old instances */
1625 1433
1626 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)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1436 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1437
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1438 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1439
1637 tmp1->x = op->x; 1440 tmp1->x = op->x;
1638 tmp1->y = op->y; 1441 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1442 insert_ob_in_map (tmp1, op->map, op, 0);
1640} 1443}
1648 */ 1451 */
1649 1452
1650object * 1453object *
1651get_split_ob (object *orig_ob, uint32 nr) 1454get_split_ob (object *orig_ob, uint32 nr)
1652{ 1455{
1653 object * 1456 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1458
1658 if (orig_ob->nrof < nr) 1459 if (orig_ob->nrof < nr)
1659 { 1460 {
1660 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);
1661 return NULL; 1462 return NULL;
1662 } 1463 }
1663 1464
1664 newob = object_create_clone (orig_ob); 1465 newob = object_create_clone (orig_ob);
1665 1466
1666 if ((orig_ob->nrof -= nr) < 1) 1467 if ((orig_ob->nrof -= nr) < 1)
1667 { 1468 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1469 else if (!is_removed)
1673 { 1470 {
1674 if (orig_ob->env != NULL) 1471 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1472 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 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)
1696 1493
1697object * 1494object *
1698decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1699{ 1496{
1700 object *tmp; 1497 object *tmp;
1701 player *pl;
1702 1498
1703 if (i == 0) /* objects with op->nrof require this check */ 1499 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1500 return op;
1705 1501
1706 if (i > op->nrof) 1502 if (i > op->nrof)
1707 i = op->nrof; 1503 i = op->nrof;
1708 1504
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1506 op->nrof -= i;
1711 else if (op->env != NULL) 1507 else if (op->env)
1712 { 1508 {
1713 /* is this object in the players inventory, or sub container 1509 /* is this object in the players inventory, or sub container
1714 * therein? 1510 * therein?
1715 */ 1511 */
1716 tmp = is_player_inv (op->env); 1512 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1513 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1514 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1515 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1516 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1517 * and then searching the map for a player.
1722 */ 1518 */
1723 if (!tmp) 1519 if (!tmp)
1724 { 1520 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1727 break; 1524 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1525 }
1733 1526
1734 if (i < op->nrof) 1527 if (i < op->nrof)
1735 { 1528 {
1736 sub_weight (op->env, op->weight * i); 1529 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1530 op->nrof -= i;
1738 if (tmp) 1531 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1532 esrv_send_item (tmp, op);
1741 }
1742 } 1533 }
1743 else 1534 else
1744 { 1535 {
1745 remove_ob (op); 1536 op->remove ();
1746 op->nrof = 0; 1537 op->nrof = 0;
1747 if (tmp) 1538 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1539 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1540 }
1752 } 1541 }
1753 else 1542 else
1754 { 1543 {
1755 object *above = op->above; 1544 object *above = op->above;
1756 1545
1757 if (i < op->nrof) 1546 if (i < op->nrof)
1758 op->nrof -= i; 1547 op->nrof -= i;
1759 else 1548 else
1760 { 1549 {
1761 remove_ob (op); 1550 op->remove ();
1762 op->nrof = 0; 1551 op->nrof = 0;
1763 } 1552 }
1764 1553
1765 /* Since we just removed op, op->above is null */ 1554 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1555 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1768 { 1557 {
1769 if (op->nrof) 1558 if (op->nrof)
1770 esrv_send_item (tmp, op); 1559 esrv_send_item (tmp, op);
1771 else 1560 else
1775 1564
1776 if (op->nrof) 1565 if (op->nrof)
1777 return op; 1566 return op;
1778 else 1567 else
1779 { 1568 {
1780 free_object (op); 1569 op->destroy ();
1781 return NULL; 1570 return 0;
1782 } 1571 }
1783} 1572}
1784 1573
1785/* 1574/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1798 op->carrying += weight; 1587 op->carrying += weight;
1799 op = op->env; 1588 op = op->env;
1800 } 1589 }
1801} 1590}
1802 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
1803/* 1612/*
1804 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1805 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1806 * inside the object environment. 1615 * inside the object environment.
1807 * 1616 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * 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
1814 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1815 */ 1619 */
1816 1620
1817object * 1621object *
1818insert_ob_in_ob (object *op, object *where) 1622object::insert (object *op)
1819{ 1623{
1820 object * 1624 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1625
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1626 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1627 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1628
1844 if (op->more) 1629 if (op->more)
1845 { 1630 {
1846 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);
1847 return op; 1632 return op;
1849 1634
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1637 if (op->nrof)
1853 { 1638 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1639 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1640 if (object::can_merge (tmp, op))
1856 { 1641 {
1857 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1643 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1645 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1646 * tmp->nrof, we need to increase the weight.
1862 */ 1647 */
1863 add_weight (where, op->weight * op->nrof); 1648 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1649 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1650 op->destroy (); /* free the inserted object */
1866 op = tmp; 1651 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1652 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1653 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1654 break;
1870 } 1655 }
1871 1656
1872 /* I assume combined objects have no inventory 1657 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1658 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1659 * (if it was possible to merge). calling remove_ob will subtract
1875 * 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
1876 * the linking below 1661 * the linking below
1877 */ 1662 */
1878 add_weight (where, op->weight * op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1879 } 1664 }
1880 else 1665 else
1881 add_weight (where, (op->weight + op->carrying)); 1666 add_weight (this, (op->weight + op->carrying));
1882 1667
1883 otmp = is_player_inv (where); 1668 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1669 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1670 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1671 otmp->update_stats ();
1888 }
1889 1672
1890 op->map = NULL; 1673 op->map = 0;
1891 op->env = where; 1674 op->env = this;
1892 op->above = NULL; 1675 op->above = 0;
1893 op->below = NULL; 1676 op->below = 0;
1894 op->x = 0, op->y = 0; 1677 op->x = 0, op->y = 0;
1895 1678
1896 /* 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 */
1897 if ((op->glow_radius != 0) && where->map) 1680 if ((op->glow_radius != 0) && map)
1898 { 1681 {
1899#ifdef DEBUG_LIGHTS 1682#ifdef DEBUG_LIGHTS
1900 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);
1901#endif /* DEBUG_LIGHTS */ 1684#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1685 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1686 update_all_los (map, x, y);
1904 } 1687 }
1905 1688
1906 /* 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.
1907 * It sure simplifies this function... 1690 * It sure simplifies this function...
1908 */ 1691 */
1909 if (where->inv == NULL) 1692 if (!inv)
1910 where->inv = op; 1693 inv = op;
1911 else 1694 else
1912 { 1695 {
1913 op->below = where->inv; 1696 op->below = inv;
1914 op->below->above = op; 1697 op->below->above = op;
1915 where->inv = op; 1698 inv = op;
1916 } 1699 }
1700
1701 INVOKE_OBJECT (INSERT, this);
1702
1917 return op; 1703 return op;
1918} 1704}
1919 1705
1920/* 1706/*
1921 * Checks if any objects has a move_type that matches objects 1707 * Checks if any objects has a move_type that matches objects
1939 */ 1725 */
1940 1726
1941int 1727int
1942check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1943{ 1729{
1944 object * 1730 object *tmp;
1945 tmp; 1731 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1952 1733
1953 MoveType 1734 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1735
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1737 return 0;
1960
1961 tag = op->count;
1962 1738
1963 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);
1964 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);
1965 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);
1966 1742
1982 1758
1983 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1985 */ 1761 */
1986 1762
1987 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)
1988 { 1764 {
1989 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1990 * 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,
1991 * we don't need to check all of them. 1767 * we don't need to check all of them.
1992 */ 1768 */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((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))
2029 { 1805 {
2030 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
2031 1807
2032 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
2033 return 1; 1809 return 1;
2034 1810
2035 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2047/* 1823/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2051 */ 1827 */
2052
2053object * 1828object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1830{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2060 { 1832 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1834 return NULL;
2063 } 1835 }
1836
2064 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)
2065 if (tmp->arch == at) 1838 if (tmp->arch == at)
2066 return tmp; 1839 return tmp;
1840
2067 return NULL; 1841 return NULL;
2068} 1842}
2069 1843
2070/* 1844/*
2071 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2074 */ 1848 */
2075
2076object * 1849object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2078{ 1851{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2083 { 1853 {
2084 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1855 return NULL;
2086 } 1856 }
1857
2087 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)
2088 if (tmp->type == type) 1859 if (tmp->type == type)
2089 return tmp; 1860 return tmp;
1861
2090 return NULL; 1862 return NULL;
2091} 1863}
2092 1864
2093/* 1865/*
2094 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2097 */ 1869 */
2098
2099object * 1870object *
2100present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2101{ 1872{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1874 if (tmp->type == type)
2107 return tmp; 1875 return tmp;
1876
2108 return NULL; 1877 return NULL;
2109} 1878}
2110 1879
2111/* 1880/*
2112 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2120 * 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
2121 * 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
2122 * 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
2123 * to be unique. 1892 * to be unique.
2124 */ 1893 */
2125
2126object * 1894object *
2127present_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)
2128{ 1896{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1899 return tmp;
2136 } 1900
2137 return NULL; 1901 return 0;
2138} 1902}
2139 1903
2140/* 1904/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2144 */ 1908 */
2145
2146object * 1909object *
2147present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2148{ 1911{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1913 if (tmp->arch == at)
2154 return tmp; 1914 return tmp;
1915
2155 return NULL; 1916 return NULL;
2156} 1917}
2157 1918
2158/* 1919/*
2159 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2160 */ 1921 */
2161void 1922void
2162flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2163{ 1924{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1925 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1927 {
2170 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2172 } 1930 }
2173} /* 1931}
1932
1933/*
2174 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2175 */ 1935 */
2176void 1936void
2177unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2178{ 1938{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1939 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1941 {
2185 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2187 } 1944 }
2188} 1945}
2191 * 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
2192 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2193 * 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
2194 * 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.
2195 */ 1952 */
2196
2197void 1953void
2198set_cheat (object *op) 1954set_cheat (object *op)
2199{ 1955{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2220 * 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
2221 * 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
2222 * 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
2223 * customized, changed states, etc. 1979 * customized, changed states, etc.
2224 */ 1980 */
2225
2226int 1981int
2227find_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)
2228{ 1983{
2229 int
2230 i,
2231 index = 0, flag; 1984 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2234 1986
2235 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2236 { 1988 {
2237 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]);
2238 if (!flag) 1990 if (!flag)
2239 altern[index++] = i; 1991 altern [index++] = i;
2240 1992
2241 /* 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.
2242 * 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.
2243 * 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 -
2244 * 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
2245 * 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
2246 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2248 */ 2000 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 2002 stop = maxfree[i];
2251 } 2003 }
2004
2252 if (!index) 2005 if (!index)
2253 return -1; 2006 return -1;
2007
2254 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2255} 2009}
2256 2010
2257/* 2011/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2260 * 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.
2261 * 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.
2262 */ 2016 */
2263
2264int 2017int
2265find_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)
2266{ 2019{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 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]))
2273 return i; 2022 return i;
2274 } 2023
2275 return -1; 2024 return -1;
2276} 2025}
2277 2026
2278/* 2027/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2031 */
2282static void 2032static void
2283permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2284{ 2034{
2285 int 2035 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2036 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2037
2296 tmp = arr[i]; 2038 while (--end)
2297 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2040}
2301 2041
2302/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2304 * 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
2307 * 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.
2308 */ 2048 */
2309void 2049void
2310get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2311{ 2051{
2312 int 2052 int i;
2313 i;
2314 2053
2315 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2055 search_arr[i] = i;
2318 }
2319 2056
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2060}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * 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
2334 * 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
2335 * there is capable of. 2072 * there is capable of.
2336 */ 2073 */
2337
2338int 2074int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2076{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2344 2078
2345 sint16 nx, ny; 2079 sint16 nx, ny;
2346 object * 2080 object *tmp;
2347 tmp; 2081 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2082
2351 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2352 2084
2353 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2354 { 2086 {
2366 mp = m; 2098 mp = m;
2367 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2369 2101
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2371 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2105 max = maxfree[i];
2374 }
2375 else 2106 else
2376 { 2107 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2378 2111
2379 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2113 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2384 { 2115 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2119 break;
2390 } 2120
2391 }
2392 if (tmp) 2121 if (tmp)
2393 {
2394 return freedir[i]; 2122 return freedir[i];
2395 }
2396 } 2123 }
2397 } 2124 }
2398 } 2125 }
2126
2399 return 0; 2127 return 0;
2400} 2128}
2401 2129
2402/* 2130/*
2403 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2132 * distance between the two given objects.
2405 */ 2133 */
2406
2407int 2134int
2408distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2409{ 2136{
2410 int
2411 i;
2412
2413 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);
2414 return i;
2415} 2138}
2416 2139
2417/* 2140/*
2418 * 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
2419 * 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
2420 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2421 */ 2144 */
2422
2423int 2145int
2424find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2425{ 2147{
2426 int 2148 int q;
2427 q;
2428 2149
2429 if (y) 2150 if (y)
2430 q = x * 100 / y; 2151 q = x * 100 / y;
2431 else if (x) 2152 else if (x)
2432 q = -300 * x; 2153 q = -300 * x;
2467int 2188int
2468absdir (int d) 2189absdir (int d)
2469{ 2190{
2470 while (d < 1) 2191 while (d < 1)
2471 d += 8; 2192 d += 8;
2193
2472 while (d > 8) 2194 while (d > 8)
2473 d -= 8; 2195 d -= 8;
2196
2474 return d; 2197 return d;
2475} 2198}
2476 2199
2477/* 2200/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2480 */ 2203 */
2481 2204
2482int 2205int
2483dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2484{ 2207{
2485 int 2208 int d;
2486 d;
2487 2209
2488 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2489 if (d > 4) 2211 if (d > 4)
2490 d = 8 - d; 2212 d = 8 - d;
2213
2491 return d; 2214 return d;
2492} 2215}
2493 2216
2494/* peterm: 2217/* peterm:
2495 * 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.
2498 * 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
2499 * 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.
2500 * 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
2501 * functions. 2224 * functions.
2502 */ 2225 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2281 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2562 */ 2283 */
2563
2564
2565int 2284int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2286{
2568 sint16 dx, dy; 2287 sint16 dx, dy;
2569 int
2570 mflags; 2288 int mflags;
2571 2289
2572 if (dir < 0) 2290 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2574 2292
2575 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2588 return 0; 2306 return 0;
2589 2307
2590 /* yes, can see. */ 2308 /* yes, can see. */
2591 if (dir < 9) 2309 if (dir < 9)
2592 return 1; 2310 return 1;
2311
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 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]);
2595} 2315}
2596
2597
2598 2316
2599/* 2317/*
2600 * 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
2601 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !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));
2616} 2334}
2617 2335
2618
2619/* 2336/*
2620 * create clone from object to another 2337 * create clone from object to another
2621 */ 2338 */
2622object * 2339object *
2623object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2624{ 2341{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2343
2628 if (!asrc) 2344 if (!asrc)
2629 return NULL; 2345 return 0;
2346
2630 src = asrc; 2347 src = asrc;
2631 if (src->head) 2348 if (src->head)
2632 src = src->head; 2349 src = src->head;
2633 2350
2634 prev = NULL; 2351 prev = 0;
2635 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2636 { 2353 {
2637 tmp = get_object (); 2354 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2355 tmp->x -= src->x;
2640 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2641 if (!part->head) 2358 if (!part->head)
2642 { 2359 {
2643 dst = tmp; 2360 dst = tmp;
2644 tmp->head = NULL; 2361 tmp->head = 0;
2645 } 2362 }
2646 else 2363 else
2647 {
2648 tmp->head = dst; 2364 tmp->head = dst;
2649 } 2365
2650 tmp->more = NULL; 2366 tmp->more = 0;
2367
2651 if (prev) 2368 if (prev)
2652 prev->more = tmp; 2369 prev->more = tmp;
2370
2653 prev = tmp; 2371 prev = tmp;
2654 } 2372 }
2655 2373
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2376
2662 return dst; 2377 return dst;
2663} 2378}
2664 2379
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2675
2676/* 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 */
2677
2678/* 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, */
2679
2680/* 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. */
2681
2682/* 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. */
2683
2684/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2685
2686object * 2386object *
2687load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2688{ 2388{
2689 object * 2389 object *op;
2690 op;
2691 char
2692 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2693 2391
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695 2393
2696 FILE *
2697 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2698 2395
2699 if (tempfile == NULL) 2396 if (tempfile == NULL)
2700 { 2397 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL; 2399 return NULL;
2703 } 2400 }
2704 2401
2705 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2706 fclose (tempfile); 2403 fclose (tempfile);
2707 2404
2708 op = get_object (); 2405 op = object::create ();
2709 2406
2710 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2711 2408
2712 if (thawer) 2409 if (thawer)
2713 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2723 * returns NULL if no match. 2420 * returns NULL if no match.
2724 */ 2421 */
2725object * 2422object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2424{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2427 return tmp;
2734 2428
2735 return NULL; 2429 return 0;
2736} 2430}
2737 2431
2738/* 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,
2739 * otherwise return NULL. 2433 * otherwise return NULL.
2740 * 2434 *
2742 * do the desired thing. 2436 * do the desired thing.
2743 */ 2437 */
2744key_value * 2438key_value *
2745get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2746{ 2440{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2442 if (link->key == key)
2753 {
2754 return link; 2443 return link;
2755 }
2756 }
2757 2444
2758 return NULL; 2445 return 0;
2759} 2446}
2760 2447
2761/* 2448/*
2762 * 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.
2763 * 2450 *
2803 * Returns TRUE on success. 2490 * Returns TRUE on success.
2804 */ 2491 */
2805int 2492int
2806set_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)
2807{ 2494{
2808 key_value *
2809 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2810 2496
2811 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2498 {
2813 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2814 { 2500 {
2842 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2843 2529
2844 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2845 2531
2846 if (!add_key) 2532 if (!add_key)
2847 {
2848 return FALSE; 2533 return FALSE;
2849 } 2534
2850 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2854 * should pass in "" 2539 * should pass in ""

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines