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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
279 276
280 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
282 * check? 279 * check?
283 */ 280 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 282 return 0;
286 283
287 switch (ob1->type) 284 switch (ob1->type)
288 { 285 {
289 case SCROLL: 286 case SCROLL:
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
377 */ 359 */
378 360
381{ 363{
382 if (!op) 364 if (!op)
383 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
384 366
385 object_freezer freezer; 367 object_freezer freezer;
386 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
387 return freezer.as_string (); 369 return freezer.as_string ();
388} 370}
389 371
390/* 372/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 466 }
485 467
486 op->key_values = 0; 468 op->key_values = 0;
487} 469}
488 470
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 471/*
541 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 477 * will point at garbage.
547 */ 478 */
548void 479void
549copy_object (object *op2, object *op) 480object::copy_to (object *dst)
550{ 481{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 484
554 op2->clone (op); 485 *(object_copy *)dst = *this;
555 486
556 if (is_freed) 487 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
558 if (is_removed) 490 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
560 492
561 if (op2->speed < 0) 493 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 495
564 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
565 if (op2->key_values) 497 if (key_values)
566 { 498 {
567 key_value *tail = 0; 499 key_value *tail = 0;
568 key_value *i; 500 key_value *i;
569 501
570 op->key_values = 0; 502 dst->key_values = 0;
571 503
572 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
573 { 505 {
574 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
575 507
576 new_link->next = 0; 508 new_link->next = 0;
577 new_link->key = i->key; 509 new_link->key = i->key;
578 new_link->value = i->value; 510 new_link->value = i->value;
579 511
580 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
581 if (!op->key_values) 513 if (!dst->key_values)
582 { 514 {
583 op->key_values = new_link; 515 dst->key_values = new_link;
584 tail = new_link; 516 tail = new_link;
585 } 517 }
586 else 518 else
587 { 519 {
588 tail->next = new_link; 520 tail->next = new_link;
589 tail = new_link; 521 tail = new_link;
590 } 522 }
591 } 523 }
592 } 524 }
593 525
594 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
595} 535}
596 536
597/* 537/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
601 */ 541 */
602
603void 542void
604update_turn_face (object *op) 543update_turn_face (object *op)
605{ 544{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 546 return;
547
608 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
610} 550}
611 551
612/* 552/*
613 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
616 */ 556 */
617void 557void
618update_ob_speed (object *op) 558object::set_speed (float speed)
619{ 559{
620 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 561 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 563 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 564 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 565
645 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 567
649 if (op->active_next != NULL) 568 if (has_active_speed ())
650 op->active_next->active_prev = op; 569 activate ();
651
652 active_objects = op;
653 }
654 else 570 else
655 { 571 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 572}
679 573
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 574/*
712 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 578 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
719 * 582 *
720 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 584 * current action are:
726 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
731 */ 590 */
732
733void 591void
734update_object (object *op, int action) 592update_object (object *op, int action)
735{ 593{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
738 595
739 if (op == NULL) 596 if (op == NULL)
740 { 597 {
741 /* this should never happen */ 598 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 600 return;
744 } 601 }
745 602
746 if (op->env != NULL) 603 if (op->env)
747 { 604 {
748 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
749 * to do in this case. 606 * to do in this case.
750 */ 607 */
751 return; 608 return;
756 */ 613 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 615 return;
759 616
760 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 619 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 621#ifdef MANY_CORES
765 abort (); 622 abort ();
766#endif 623#endif
767 return; 624 return;
768 } 625 }
769 626
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
777 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
778 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 644 * to have move_allow right now.
802 */ 645 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 648 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 649 }
809 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 652 * that is being removed.
812 */ 653 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 655 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
817 else 658 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 660
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 661 if (op->more)
827 update_object (op->more, action); 662 update_object (op->more, action);
828} 663}
829 664
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first; 665object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853 666
854object::object () 667object::object ()
855{ 668{
856 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
857 670
889 702
890 prev = 0; 703 prev = 0;
891 next = 0; 704 next = 0;
892} 705}
893 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
894object *object::create () 841object *object::create ()
895{ 842{
896 object *op = new object; 843 object *op = new object;
897 op->link (); 844 op->link ();
898 return op; 845 return op;
899} 846}
900 847
901/* 848void
902 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 850{
913 if (QUERY_FLAG (this, FLAG_FREED)) 851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
914 return; 861 return;
915 862
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 863 set_speed (0);
917 remove_friendly_object (this);
918 864
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 flag [FLAG_FREED] = 1;
920 remove_ob (this);
921 866
922 SET_FLAG (this, FLAG_FREED); 867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
923 894
924 if (more) 895 if (more)
925 { 896 {
926 more->destroy (destroy_inventory); 897 more->destroy ();
927 more = 0; 898 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 } 899 }
971 900
972 // clear those pointers that likely might have circular references to us 901 // clear those pointers that likely might have circular references to us
973 owner = 0; 902 owner = 0;
974 enemy = 0; 903 enemy = 0;
975 attacked_by = 0; 904 attacked_by = 0;
976 905
977 // only relevant for players(?), but make sure of it anyways 906 // only relevant for players(?), but make sure of it anyways
978 contr = 0; 907 contr = 0;
908}
979 909
980 /* Remove object from the active list */ 910void
981 speed = 0; 911object::destroy (bool destroy_inventory)
982 update_ob_speed (this); 912{
913 if (destroyed ())
914 return;
983 915
984 unlink (); 916 if (destroy_inventory)
917 destroy_inv (false);
985 918
986 mortals.push_back (this); 919 attachable::destroy ();
987} 920}
988 921
989/* 922/*
990 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
992 */ 925 */
993
994void 926void
995sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
996{ 928{
997 while (op != NULL) 929 while (op != NULL)
998 { 930 {
1002 op->carrying -= weight; 934 op->carrying -= weight;
1003 op = op->env; 935 op = op->env;
1004 } 936 }
1005} 937}
1006 938
1007/* remove_ob(op): 939/* op->remove ():
1008 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 944 * the previous environment.
1013 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1014 */ 946 */
1015
1016void 947void
1017remove_ob (object *op) 948object::remove ()
1018{ 949{
1019 object *tmp, *last = 0; 950 object *tmp, *last = 0;
1020 object *otmp; 951 object *otmp;
1021 952
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 954 return;
1029 955
1030 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1031 958
1032 if (op->more != NULL) 959 if (more)
1033 remove_ob (op->more); 960 more->remove ();
1034 961
1035 /* 962 /*
1036 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1037 * inventory. 964 * inventory.
1038 */ 965 */
1039 if (op->env != NULL) 966 if (env)
1040 { 967 {
1041 if (op->nrof) 968 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1043 else 970 else
1044 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1045 972
1046 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 975 * to save cpu time.
1049 */ 976 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 978 otmp->update_stats ();
1052 979
1053 if (op->above != NULL) 980 if (above)
1054 op->above->below = op->below; 981 above->below = below;
1055 else 982 else
1056 op->env->inv = op->below; 983 env->inv = below;
1057 984
1058 if (op->below != NULL) 985 if (below)
1059 op->below->above = op->above; 986 below->above = above;
1060 987
1061 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1064 */ 991 */
1065 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1066 op->map = op->env->map; 993 map = env->map;
1067 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1068 op->env = NULL; 995 env = 0;
1069 } 996 }
1070 else if (op->map) 997 else if (map)
1071 { 998 {
1072 x = op->x; 999 if (type == PLAYER)
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 } 1000 {
1086 1001 --map->players;
1087 if (op->map != m) 1002 map->touch ();
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */ 1003 }
1004
1005 map->dirty = true;
1094 1006
1095 /* link the object above us */ 1007 /* link the object above us */
1096 if (op->above) 1008 if (above)
1097 op->above->below = op->below; 1009 above->below = below;
1098 else 1010 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1100 1012
1101 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1102 if (op->below) 1014 if (below)
1103 op->below->above = op->above; 1015 below->above = above;
1104 else 1016 else
1105 { 1017 {
1106 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1020 * evident
1109 */ 1021 */
1110 if (GET_MAP_OB (m, x, y) != op) 1022 if (GET_MAP_OB (map, x, y) != this)
1111 { 1023 {
1112 char *dump = dump_object (op); 1024 char *dump = dump_object (this);
1113 LOG (llevError, 1025 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1115 free (dump); 1027 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1028 dump = dump_object (GET_MAP_OB (map, x, y));
1117 LOG (llevError, "%s\n", dump); 1029 LOG (llevError, "%s\n", dump);
1118 free (dump); 1030 free (dump);
1119 } 1031 }
1120 1032
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1033 map->at (x, y).bot = above; /* goes on above it. */
1122 } 1034 }
1123 1035
1124 op->above = 0; 1036 above = 0;
1125 op->below = 0; 1037 below = 0;
1126 1038
1127 if (op->map->in_memory == MAP_SAVING) 1039 if (map->in_memory == MAP_SAVING)
1128 return; 1040 return;
1129 1041
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1043
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1133 { 1045 {
1134 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1135 * being removed. 1047 * being removed.
1136 */ 1048 */
1137 1049
1138 if (tmp->type == PLAYER && tmp != op) 1050 if (tmp->type == PLAYER && tmp != this)
1139 { 1051 {
1140 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1142 * appropriately. 1054 * appropriately.
1143 */ 1055 */
1144 if (tmp->container == op) 1056 if (tmp->container == this)
1145 { 1057 {
1146 CLEAR_FLAG (op, FLAG_APPLIED); 1058 flag [FLAG_APPLIED] = 0;
1147 tmp->container = NULL; 1059 tmp->container = 0;
1148 } 1060 }
1149 1061
1150 tmp->contr->socket.update_look = 1; 1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1151 } 1064 }
1152 1065
1153 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1154 if (check_walk_off 1067 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1068 && ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 { 1070 {
1158 move_apply (tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1159 1072
1160 if (op->destroyed ()) 1073 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1075 }
1163 1076
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1166 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1167 tmp->above = NULL; 1080 tmp->above = 0;
1168 1081
1169 last = tmp; 1082 last = tmp;
1170 } 1083 }
1171 1084
1172 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1173 if (last == NULL) 1087 if (!last)
1174 { 1088 map->at (x, y).flags_ = 0;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1089 else
1184 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1185 1091
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1188 } 1094 }
1189} 1095}
1190 1096
1191/* 1097/*
1192 * merge_ob(op,top): 1098 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1201{ 1107{
1202 if (!op->nrof) 1108 if (!op->nrof)
1203 return 0; 1109 return 0;
1204 1110
1205 if (top == NULL) 1111 if (top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1207 1114
1208 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1209 { 1116 {
1210 if (top == op) 1117 if (top == op)
1211 continue; 1118 continue;
1212 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1213 { 1121 {
1214 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1215 1123
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1126 op->destroy ();
1219 free_object (op);
1220 return top; 1127 return top;
1221 } 1128 }
1222 } 1129 }
1223 1130
1224 return 0; 1131 return 0;
1229 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1230 */ 1137 */
1231object * 1138object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1140{
1234 object *tmp;
1235
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1142 {
1241 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1242 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1243 } 1145 }
1244 1146
1263 * Return value: 1165 * Return value:
1264 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1168 * just 'op' otherwise
1267 */ 1169 */
1268
1269object * 1170object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1172{
1272 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1273 sint16 x, y; 1174 sint16 x, y;
1276 { 1177 {
1277 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL; 1179 return NULL;
1279 } 1180 }
1280 1181
1281 if (m == NULL) 1182 if (!m)
1282 { 1183 {
1283 char *dump = dump_object (op); 1184 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump); 1186 free (dump);
1286 return op; 1187 return op;
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump); 1209 free (dump);
1309 return op; 1210 return op;
1310 } 1211 }
1311 1212
1312 if (op->more != NULL) 1213 if (op->more)
1313 { 1214 {
1314 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1315 1216
1316 object *more = op->more; 1217 object *more = op->more;
1317 1218
1318 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1319 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1322 */ 1223 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map) 1226 else if (!more->map)
1326 { 1227 {
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 { 1235 {
1335 if (!op->head) 1236 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337 1238
1338 return NULL; 1239 return 0;
1339 } 1240 }
1340 } 1241 }
1341 1242
1342 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1244
1350 y = op->y; 1251 y = op->y;
1351 1252
1352 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1353 */ 1254 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1357 { 1258 {
1358 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1260 tmp->destroy ();
1360 free_object (tmp);
1361 } 1261 }
1362 1262
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1265
1378 op->below = originator->below; 1278 op->below = originator->below;
1379 1279
1380 if (op->below) 1280 if (op->below)
1381 op->below->above = op; 1281 op->below->above = op;
1382 else 1282 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1384 1284
1385 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1386 originator->below = op; 1286 originator->below = op;
1387 } 1287 }
1388 else 1288 else
1389 { 1289 {
1390 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1392 { 1292 {
1393 object *last = NULL; 1293 object *last = 0;
1394 1294
1395 /* 1295 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1402 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1406 */ 1306 */
1407
1408 while (top != NULL) 1307 while (top)
1409 { 1308 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top; 1310 floor = top;
1412 1311
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1434 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1335 * stacking is a bit odd.
1437 */ 1336 */
1438 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 { 1339 {
1441 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1342 break;
1444 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1466 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467 1366
1468 if (op->above) 1367 if (op->above)
1469 op->above->below = op; 1368 op->above->below = op;
1470 1369
1471 op->below = NULL; 1370 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1473 } 1372 }
1474 else 1373 else
1475 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1476 op->above = top->above; 1375 op->above = top->above;
1477 1376
1480 1379
1481 op->below = top; 1380 op->below = top;
1482 top->above = op; 1381 top->above = op;
1483 } 1382 }
1484 1383
1485 if (op->above == NULL) 1384 if (!op->above)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1488 1387
1489 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1490 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1491 1396
1492 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1494 */ 1399 */
1495 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1401 if (object *pl = op->ms ().player ())
1497 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1498 tmp->contr->socket.update_look = 1; 1403 pl->contr->ns->floorbox_update ();
1499 1404
1500 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient. 1412 * of effect may be sufficient.
1508 */ 1413 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1511 1416
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1514 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1515 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1517 * 1424 *
1518 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1428 * update_object().
1523 1430
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 { 1433 {
1527 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1528 return NULL; 1435 return 0;
1529 1436
1530 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1438 * walk on's.
1532 */ 1439 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1535 return NULL; 1442 return 0;
1536 } 1443 }
1537 1444
1538 return op; 1445 return op;
1539} 1446}
1540 1447
1541/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1544 */ 1451 */
1545void 1452void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1454{
1548 object * 1455 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1456
1553 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1554 1458
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 { 1461 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1462
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1464
1566 tmp1->x = op->x; 1465 tmp1->x = op->x;
1567 tmp1->y = op->y; 1466 tmp1->y = op->y;
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1569} 1474}
1570 1475
1571/* 1476/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array. 1481 * global static errmsg array.
1577 */ 1482 */
1578
1579object * 1483object *
1580get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1581{ 1485{
1582 object * 1486 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1488
1587 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1588 { 1490 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1492 return NULL;
1591 } 1493 }
1592 1494
1593 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1594 1496
1595 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1596 { 1498 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1499 else if (!is_removed)
1602 { 1500 {
1603 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1625 1523
1626object * 1524object *
1627decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1628{ 1526{
1629 object *tmp; 1527 object *tmp;
1630 player *pl;
1631 1528
1632 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1530 return op;
1634 1531
1635 if (i > op->nrof) 1532 if (i > op->nrof)
1636 i = op->nrof; 1533 i = op->nrof;
1637 1534
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1536 op->nrof -= i;
1640 else if (op->env != NULL) 1537 else if (op->env)
1641 { 1538 {
1642 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1643 * therein? 1540 * therein?
1644 */ 1541 */
1645 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1547 * and then searching the map for a player.
1651 */ 1548 */
1652 if (!tmp) 1549 if (!tmp)
1653 { 1550 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1656 break; 1554 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1555 }
1662 1556
1663 if (i < op->nrof) 1557 if (i < op->nrof)
1664 { 1558 {
1665 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1560 op->nrof -= i;
1667 if (tmp) 1561 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1670 }
1671 } 1563 }
1672 else 1564 else
1673 { 1565 {
1674 remove_ob (op); 1566 op->remove ();
1675 op->nrof = 0; 1567 op->nrof = 0;
1676 if (tmp) 1568 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1570 }
1681 } 1571 }
1682 else 1572 else
1683 { 1573 {
1684 object *above = op->above; 1574 object *above = op->above;
1685 1575
1686 if (i < op->nrof) 1576 if (i < op->nrof)
1687 op->nrof -= i; 1577 op->nrof -= i;
1688 else 1578 else
1689 { 1579 {
1690 remove_ob (op); 1580 op->remove ();
1691 op->nrof = 0; 1581 op->nrof = 0;
1692 } 1582 }
1693 1583
1694 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1697 { 1587 {
1698 if (op->nrof) 1588 if (op->nrof)
1699 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1700 else 1590 else
1704 1594
1705 if (op->nrof) 1595 if (op->nrof)
1706 return op; 1596 return op;
1707 else 1597 else
1708 { 1598 {
1709 free_object (op); 1599 op->destroy ();
1710 return NULL; 1600 return 0;
1711 } 1601 }
1712} 1602}
1713 1603
1714/* 1604/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1727 op->carrying += weight; 1617 op->carrying += weight;
1728 op = op->env; 1618 op = op->env;
1729 } 1619 }
1730} 1620}
1731 1621
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1622object *
1747insert_ob_in_ob (object *op, object *where) 1623insert_ob_in_ob (object *op, object *where)
1748{ 1624{
1749 object * 1625 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1626 {
1763 char *dump = dump_object (op); 1627 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1629 free (dump);
1766 return op; 1630 return op;
1767 } 1631 }
1768 1632
1769 if (where->head) 1633 if (where->head)
1770 { 1634 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1636 where = where->head;
1773 } 1637 }
1638
1639 return where->insert (op);
1640}
1641
1642/*
1643 * env->insert (op)
1644 * This function inserts the object op in the linked list
1645 * inside the object environment.
1646 *
1647 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero
1649 */
1650
1651object *
1652object::insert (object *op)
1653{
1654 object *tmp, *otmp;
1655
1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 op->remove ();
1774 1658
1775 if (op->more) 1659 if (op->more)
1776 { 1660 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1662 return op;
1780 1664
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1783 if (op->nrof) 1667 if (op->nrof)
1784 { 1668 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1787 { 1671 {
1788 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1673 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1793 */ 1677 */
1794 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1797 op = tmp; 1681 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1684 break;
1801 } 1685 }
1802 1686
1803 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1691 * the linking below
1808 */ 1692 */
1809 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1810 } 1694 }
1811 else 1695 else
1812 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1813 1697
1814 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1815 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1701 otmp->update_stats ();
1819 }
1820 1702
1821 op->map = NULL; 1703 op->map = 0;
1822 op->env = where; 1704 op->env = this;
1823 op->above = NULL; 1705 op->above = 0;
1824 op->below = NULL; 1706 op->below = 0;
1825 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1826 1708
1827 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1829 { 1711 {
1830#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1834 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1835 } 1717 }
1836 1718
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1720 * It sure simplifies this function...
1839 */ 1721 */
1840 if (where->inv == NULL) 1722 if (!inv)
1841 where->inv = op; 1723 inv = op;
1842 else 1724 else
1843 { 1725 {
1844 op->below = where->inv; 1726 op->below = inv;
1845 op->below->above = op; 1727 op->below->above = op;
1846 where->inv = op; 1728 inv = op;
1847 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1848 return op; 1733 return op;
1849} 1734}
1850 1735
1851/* 1736/*
1852 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1866 * 1751 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1754 * on top.
1870 */ 1755 */
1871
1872int 1756int
1873check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1874{ 1758{
1875 object *tmp; 1759 object *tmp;
1876 maptile *m = op->map; 1760 maptile *m = op->map;
1903 1787
1904 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1906 */ 1790 */
1907 1791
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1909 { 1793 {
1910 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1796 * we don't need to check all of them.
1913 */ 1797 */
1968/* 1852/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1972 */ 1856 */
1973
1974object * 1857object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1859{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
1981 { 1861 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1863 return NULL;
1984 } 1864 }
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1986 if (tmp->arch == at) 1867 if (tmp->arch == at)
1987 return tmp; 1868 return tmp;
1869
1988 return NULL; 1870 return NULL;
1989} 1871}
1990 1872
1991/* 1873/*
1992 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1995 */ 1877 */
1996
1997object * 1878object *
1998present (unsigned char type, maptile *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
1999{ 1880{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2004 { 1882 {
2005 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1884 return NULL;
2007 } 1885 }
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2009 if (tmp->type == type) 1888 if (tmp->type == type)
2010 return tmp; 1889 return tmp;
1890
2011 return NULL; 1891 return NULL;
2012} 1892}
2013 1893
2014/* 1894/*
2015 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2018 */ 1898 */
2019
2020object * 1899object *
2021present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2022{ 1901{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1903 if (tmp->type == type)
2028 return tmp; 1904 return tmp;
1905
2029 return NULL; 1906 return NULL;
2030} 1907}
2031 1908
2032/* 1909/*
2033 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1921 * to be unique.
2045 */ 1922 */
2046
2047object * 1923object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1925{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1928 return tmp;
2057 } 1929
2058 return NULL; 1930 return 0;
2059} 1931}
2060 1932
2061/* 1933/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2065 */ 1937 */
2066
2067object * 1938object *
2068present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2069{ 1940{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1942 if (tmp->arch == at)
2075 return tmp; 1943 return tmp;
1944
2076 return NULL; 1945 return NULL;
2077} 1946}
2078 1947
2079/* 1948/*
2080 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2081 */ 1950 */
2082void 1951void
2083flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2084{ 1953{
2085 object *
2086 tmp;
2087
2088 if (op->inv) 1954 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 { 1956 {
2091 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2093 } 1959 }
2094} /* 1960}
1961
1962/*
2095 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2096 */ 1964 */
2097void 1965void
2098unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2099{ 1967{
2100 object *
2101 tmp;
2102
2103 if (op->inv) 1968 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 { 1970 {
2106 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2108 } 1973 }
2109} 1974}
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2116 */ 1981 */
2117
2118void 1982void
2119set_cheat (object *op) 1983set_cheat (object *op)
2120{ 1984{
2121 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 2008 * customized, changed states, etc.
2145 */ 2009 */
2146
2147int 2010int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 2012{
2150 int
2151 i,
2152 index = 0, flag; 2013 int index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2155 2015
2156 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2157 { 2017 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2159 if (!flag) 2019 if (!flag)
2160 altern[index++] = i; 2020 altern [index++] = i;
2161 2021
2162 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2169 */ 2029 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2031 stop = maxfree[i];
2172 } 2032 }
2033
2173 if (!index) 2034 if (!index)
2174 return -1; 2035 return -1;
2036
2175 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2176} 2038}
2177 2039
2178/* 2040/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2045 */
2184
2185int 2046int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2048{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2051 return i;
2195 } 2052
2196 return -1; 2053 return -1;
2197} 2054}
2198 2055
2199/* 2056/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2060 */
2203static void 2061static void
2204permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2205{ 2063{
2206 int 2064 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2065 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2066
2217 tmp = arr[i]; 2067 while (--end)
2218 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2069}
2222 2070
2223/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2077 */
2230void 2078void
2231get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2232{ 2080{
2233 int 2081 int i;
2234 i;
2235 2082
2236 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2084 search_arr[i] = i;
2239 }
2240 2085
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2089}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2101 * there is capable of.
2257 */ 2102 */
2258
2259int 2103int
2260find_dir (maptile *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2105{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2265 2107
2266 sint16 nx, ny; 2108 sint16 nx, ny;
2267 object * 2109 object *tmp;
2268 tmp;
2269 maptile * 2110 maptile *mp;
2270 mp;
2271 2111
2272 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2273 2113
2274 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2275 { 2115 {
2287 mp = m; 2127 mp = m;
2288 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2290 2130
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2292 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2134 max = maxfree[i];
2295 }
2296 else 2135 else
2297 { 2136 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2299 2140
2300 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2142 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2305 { 2144 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break; 2148 break;
2311 } 2149
2312 }
2313 if (tmp) 2150 if (tmp)
2314 {
2315 return freedir[i]; 2151 return freedir[i];
2316 }
2317 } 2152 }
2318 } 2153 }
2319 } 2154 }
2155
2320 return 0; 2156 return 0;
2321} 2157}
2322 2158
2323/* 2159/*
2324 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2161 * distance between the two given objects.
2326 */ 2162 */
2327
2328int 2163int
2329distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2330{ 2165{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2167}
2337 2168
2338/* 2169/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2342 */ 2173 */
2343
2344int 2174int
2345find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2346{ 2176{
2347 int 2177 int q;
2348 q;
2349 2178
2350 if (y) 2179 if (y)
2351 q = x * 100 / y; 2180 q = x * 100 / y;
2352 else if (x) 2181 else if (x)
2353 q = -300 * x; 2182 q = -300 * x;
2388int 2217int
2389absdir (int d) 2218absdir (int d)
2390{ 2219{
2391 while (d < 1) 2220 while (d < 1)
2392 d += 8; 2221 d += 8;
2222
2393 while (d > 8) 2223 while (d > 8)
2394 d -= 8; 2224 d -= 8;
2225
2395 return d; 2226 return d;
2396} 2227}
2397 2228
2398/* 2229/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2401 */ 2232 */
2402 2233
2403int 2234int
2404dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2405{ 2236{
2406 int 2237 int d;
2407 d;
2408 2238
2409 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2410 if (d > 4) 2240 if (d > 4)
2411 d = 8 - d; 2241 d = 8 - d;
2242
2412 return d; 2243 return d;
2413} 2244}
2414 2245
2415/* peterm: 2246/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2253 * functions.
2423 */ 2254 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2310 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2483 */ 2312 */
2484
2485
2486int 2313int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2315{
2489 sint16 dx, dy; 2316 sint16 dx, dy;
2490 int
2491 mflags; 2317 int mflags;
2492 2318
2493 if (dir < 0) 2319 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2495 2321
2496 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2509 return 0; 2335 return 0;
2510 2336
2511 /* yes, can see. */ 2337 /* yes, can see. */
2512 if (dir < 9) 2338 if (dir < 9)
2513 return 1; 2339 return 1;
2340
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2344}
2517
2518
2519 2345
2520/* 2346/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2363}
2538 2364
2539
2540/* 2365/*
2541 * create clone from object to another 2366 * create clone from object to another
2542 */ 2367 */
2543object * 2368object *
2544object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2545{ 2370{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2548 2372
2549 if (!asrc) 2373 if (!asrc)
2550 return NULL; 2374 return 0;
2375
2551 src = asrc; 2376 src = asrc;
2552 if (src->head) 2377 if (src->head)
2553 src = src->head; 2378 src = src->head;
2554 2379
2555 prev = NULL; 2380 prev = 0;
2556 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2557 { 2382 {
2558 tmp = get_object (); 2383 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2384 tmp->x -= src->x;
2561 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2562 if (!part->head) 2387 if (!part->head)
2563 { 2388 {
2564 dst = tmp; 2389 dst = tmp;
2565 tmp->head = NULL; 2390 tmp->head = 0;
2566 } 2391 }
2567 else 2392 else
2568 {
2569 tmp->head = dst; 2393 tmp->head = dst;
2570 } 2394
2571 tmp->more = NULL; 2395 tmp->more = 0;
2396
2572 if (prev) 2397 if (prev)
2573 prev->more = tmp; 2398 prev->more = tmp;
2399
2574 prev = tmp; 2400 prev = tmp;
2575 } 2401 }
2576 2402
2577 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2584/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2589
2590object * 2415object *
2591load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2592{ 2417{
2593 object *op; 2418 object *op;
2594 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2604 } 2429 }
2605 2430
2606 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2607 fclose (tempfile); 2432 fclose (tempfile);
2608 2433
2609 op = get_object (); 2434 op = object::create ();
2610 2435
2611 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2612 2437
2613 if (thawer) 2438 if (thawer)
2614 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2624 * returns NULL if no match. 2449 * returns NULL if no match.
2625 */ 2450 */
2626object * 2451object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2453{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2456 return tmp;
2634 2457
2635 return NULL; 2458 return 0;
2636} 2459}
2637 2460
2638/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2462 * otherwise return NULL.
2640 * 2463 *
2642 * do the desired thing. 2465 * do the desired thing.
2643 */ 2466 */
2644key_value * 2467key_value *
2645get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2646{ 2469{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2471 if (link->key == key)
2651 return link; 2472 return link;
2652 2473
2653 return NULL; 2474 return 0;
2654} 2475}
2655 2476
2656/* 2477/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2479 *
2698 * Returns TRUE on success. 2519 * Returns TRUE on success.
2699 */ 2520 */
2700int 2521int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2523{
2703 key_value *
2704 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2705 2525
2706 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2527 {
2708 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2709 { 2529 {
2737 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2738 2558
2739 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2740 2560
2741 if (!add_key) 2561 if (!add_key)
2742 {
2743 return FALSE; 2562 return FALSE;
2744 } 2563
2745 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2749 * should pass in "" 2568 * should pass in ""
2798 } 2617 }
2799 else 2618 else
2800 item = item->env; 2619 item = item->env;
2801} 2620}
2802 2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2803// return a suitable string describing an objetc in enough detail to find it 2651// return a suitable string describing an object in enough detail to find it
2804const char * 2652const char *
2805object::debug_desc (char *info) const 2653object::debug_desc (char *info) const
2806{ 2654{
2655 char flagdesc[512];
2807 char info2[256 * 3]; 2656 char info2[256 * 4];
2808 char *p = info; 2657 char *p = info;
2809 2658
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2811 count, 2660 count, uuid.seq,
2812 &name, 2661 &name,
2813 title ? " " : "", 2662 title ? "\",title:" : "",
2814 title ? (const char *)title : ""); 2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2815 2665
2816 if (env) 2666 if (env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2668
2819 if (map) 2669 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2821 2671
2822 return info; 2672 return info;
2823} 2673}
2824 2674
2825const char * 2675const char *
2826object::debug_desc () const 2676object::debug_desc () const
2827{ 2677{
2828 static char info[256 * 3]; 2678 static char info[256 * 4];
2829 return debug_desc (info); 2679 return debug_desc (info);
2830} 2680}
2831 2681

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