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Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
35 36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
105 _exit (1); 106 _exit (1);
106 } 107 }
107 108
108 uuid.seq = uid; 109 uuid.seq = uid;
109 write_uuid (); 110 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 112 fclose (fp);
112} 113}
113 114
114UUID 115UUID
115gen_uuid () 116gen_uuid ()
140 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
142 */ 143 */
143 144
144 /* For each field in wants, */ 145 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
146 { 147 {
147 key_value *has_field; 148 key_value *has_field;
148 149
149 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
184 * 185 *
185 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
188 * 189 *
189 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
190 * 191 *
191 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
192 * check weight 193 * check weight
193 */ 194 */
194
195bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
196{ 196{
197 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
198 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)
199 return 0; 203 return 0;
200 204
201 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof). 208 * used to store nrof).
207 */ 209 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 221
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 224
223 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
254 return 0; 250 return 0;
255 251
256 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 253 * check all objects in the inventory.
258 */ 254 */
261 /* 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 */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 259 return 0;
264 260
265 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 263 return 0;
268 264
269 /* 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
270 * if it is valid. 266 * if it is valid.
271 */ 267 */
280 276
281 /* 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
282 * 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
283 * check? 279 * check?
284 */ 280 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 282 return 0;
287 283
288 switch (ob1->type) 284 switch (ob1->type)
289 { 285 {
290 case SCROLL: 286 case SCROLL:
355 op = op->env; 351 op = op->env;
356 return op; 352 return op;
357} 353}
358 354
359/* 355/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 357 * Some error messages.
377 * 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.
378 */ 359 */
379 360
380void 361char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 362dump_object (object *op)
436{ 363{
437 if (op == NULL) 364 if (!op)
438 { 365 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 366
446void 367 object_freezer freezer;
447dump_all_objects (void) 368 save_object (freezer, op, 1);
448{ 369 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 370}
457 371
458/* 372/*
459 * 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
460 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
480 */ 394 */
481 395
482object * 396object *
483find_object (tag_t i) 397find_object (tag_t i)
484{ 398{
485 object *op;
486
487 for (op = object::first; op != NULL; op = op->next) 399 for (object *op = object::first; op; op = op->next)
488 if (op->count == i) 400 if (op->count == i)
489 break; 401 return op;
402
490 return op; 403 return 0;
491} 404}
492 405
493/* 406/*
494 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * 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,
614 * 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
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 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;
664} 535}
665 536
666/* 537/*
667 * 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
668 * 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
669 * 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.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * 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
683 * 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.
684 * 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.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate ();
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 572}
748 573
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * 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
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * 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
786 * 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
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * 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.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * 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
798 * 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.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897} 663}
898 664
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first; 665object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922 666
923object::object () 667object::object ()
924{ 668{
925 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
926 670
947 object::first = this; 691 object::first = this;
948} 692}
949 693
950void object::unlink () 694void object::unlink ()
951{ 695{
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first) 696 if (this == object::first)
956 object::first = next; 697 object::first = next;
957 698
958 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next; 700 if (prev) prev->next = next;
961 702
962 prev = 0; 703 prev = 0;
963 next = 0; 704 next = 0;
964} 705}
965 706
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->above)
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->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
966object *object::create () 831object *object::create ()
967{ 832{
968 object *op = new object; 833 object *op = new object;
969 op->link (); 834 op->link ();
970 return op; 835 return op;
971} 836}
972 837
973/* 838void
974 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 840{
985 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
986 return; 851 return;
987 852
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
989 remove_friendly_object (this);
990 854
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
992 remove_ob (this);
993 856
994 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
995 884
996 if (more) 885 if (more)
997 { 886 {
998 more->free (free_inventory); 887 more->destroy ();
999 more = 0; 888 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 889 }
1043 890
1044 // clear those pointers that likely might have circular references to us 891 // clear those pointers that likely might have circular references to us
1045 owner = 0; 892 owner = 0;
1046 enemy = 0; 893 enemy = 0;
1047 attacked_by = 0; 894 attacked_by = 0;
1048 895
1049 /* Remove object from the active list */ 896 // only relevant for players(?), but make sure of it anyways
1050 speed = 0; 897 contr = 0;
1051 update_ob_speed (this); 898}
1052 899
1053 unlink (); 900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
1054 905
1055 mortals.push_back (this); 906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1056} 910}
1057 911
1058/* 912/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1061 */ 915 */
1062
1063void 916void
1064sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1065{ 918{
1066 while (op != NULL) 919 while (op != NULL)
1067 { 920 {
1071 op->carrying -= weight; 924 op->carrying -= weight;
1072 op = op->env; 925 op = op->env;
1073 } 926 }
1074} 927}
1075 928
1076/* remove_ob(op): 929/* op->remove ():
1077 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 934 * the previous environment.
1082 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1083 */ 936 */
1084
1085void 937void
1086remove_ob (object *op) 938object::remove ()
1087{ 939{
1088 object *tmp, *last = 0; 940 object *tmp, *last = 0;
1089 object *otmp; 941 object *otmp;
1090 942
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 944 return;
1099 945
1100 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1101 948
1102 if (op->more != NULL) 949 if (more)
1103 remove_ob (op->more); 950 more->remove ();
1104 951
1105 /* 952 /*
1106 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1107 * inventory. 954 * inventory.
1108 */ 955 */
1109 if (op->env != NULL) 956 if (env)
1110 { 957 {
1111 if (op->nrof) 958 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1113 else 960 else
1114 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1115 962
1116 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 965 * to save cpu time.
1119 */ 966 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 968 otmp->update_stats ();
1122 969
1123 if (op->above != NULL) 970 if (above)
1124 op->above->below = op->below; 971 above->below = below;
1125 else 972 else
1126 op->env->inv = op->below; 973 env->inv = below;
1127 974
1128 if (op->below != NULL) 975 if (below)
1129 op->below->above = op->above; 976 below->above = above;
1130 977
1131 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1134 */ 981 */
1135 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1136 op->map = op->env->map; 983 map = env->map;
1137 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1138 op->env = NULL; 985 env = 0;
1139 } 986 }
1140 else if (op->map) 987 else if (map)
1141 { 988 {
1142 x = op->x; 989 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 } 990 {
1156 991 --map->players;
1157 if (op->map != m) 992 map->touch ();
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */ 993 }
994
995 map->dirty = true;
1164 996
1165 /* link the object above us */ 997 /* link the object above us */
1166 if (op->above) 998 if (above)
1167 op->above->below = op->below; 999 above->below = below;
1168 else 1000 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1170 1002
1171 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1172 if (op->below) 1004 if (below)
1173 op->below->above = op->above; 1005 below->above = above;
1174 else 1006 else
1175 { 1007 {
1176 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1178 * evident 1010 * evident
1179 */ 1011 */
1180 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1181 { 1013 {
1182 dump_object (op); 1014 char *dump = dump_object (this);
1183 LOG (llevError, 1015 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1016 "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);
1017 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1187 } 1021 }
1188 1022
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1190 } 1024 }
1191 1025
1192 op->above = 0; 1026 above = 0;
1193 op->below = 0; 1027 below = 0;
1194 1028
1195 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1196 return; 1030 return;
1197 1031
1198 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1033
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 1035 {
1203 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1204 * being removed. 1037 * being removed.
1205 */ 1038 */
1206 1039
1207 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1208 { 1041 {
1209 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1211 * appropriately. 1044 * appropriately.
1212 */ 1045 */
1213 if (tmp->container == op) 1046 if (tmp->container == this)
1214 { 1047 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1049 tmp->container = 0;
1217 } 1050 }
1218 1051
1219 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1220 } 1054 }
1221 1055
1222 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1060 {
1225 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1226 1062
1227 if (was_destroyed (op, tag)) 1063 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1065 }
1232 1066
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1236 tmp->above = NULL; 1070 tmp->above = 0;
1237 1071
1238 last = tmp; 1072 last = tmp;
1239 } 1073 }
1240 1074
1241 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1077 if (!last)
1243 { 1078 map->at (x, y).flags_ = 0;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1079 else
1253 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1254 1081
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1257 } 1084 }
1258} 1085}
1259 1086
1260/* 1087/*
1261 * merge_ob(op,top): 1088 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1270{ 1097{
1271 if (!op->nrof) 1098 if (!op->nrof)
1272 return 0; 1099 return 0;
1273 1100
1274 if (top == NULL) 1101 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1276 1104
1277 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1278 { 1106 {
1279 if (top == op) 1107 if (top == op)
1280 continue; 1108 continue;
1281 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1282 { 1111 {
1283 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1284 1113
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1116 op->destroy ();
1288 free_object (op);
1289 return top; 1117 return top;
1290 } 1118 }
1291 } 1119 }
1292 1120
1293 return 0; 1121 return 0;
1296/* 1124/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1299 */ 1127 */
1300object * 1128object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1130{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1132 {
1310 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1312 } 1135 }
1313 1136
1332 * Return value: 1155 * Return value:
1333 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1158 * just 'op' otherwise
1336 */ 1159 */
1337
1338object * 1160object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1162{
1341 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1164 sint16 x, y;
1343 1165
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1167 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1169 return NULL;
1348 } 1170 }
1349 1171
1350 if (m == NULL) 1172 if (!m)
1351 { 1173 {
1352 dump_object (op); 1174 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1354 return op; 1177 return op;
1355 } 1178 }
1356 1179
1357 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1358 { 1181 {
1359 dump_object (op); 1182 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1184#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1187 * improperly inserted.
1365 */ 1188 */
1366 abort (); 1189 abort ();
1367#endif 1190#endif
1191 free (dump);
1368 return op; 1192 return op;
1369 } 1193 }
1370 1194
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1196 {
1373 dump_object (op); 1197 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1375 return op; 1200 return op;
1376 } 1201 }
1377 1202
1378 if (op->more != NULL) 1203 if (op->more)
1379 { 1204 {
1380 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1381 1206
1382 object *more = op->more; 1207 object *more = op->more;
1383 1208
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1225 {
1401 if (!op->head) 1226 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1228
1404 return NULL; 1229 return 0;
1405 } 1230 }
1406 } 1231 }
1407 1232
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1234
1416 y = op->y; 1241 y = op->y;
1417 1242
1418 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1419 */ 1244 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1423 { 1248 {
1424 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1250 tmp->destroy ();
1426 free_object (tmp);
1427 } 1251 }
1428 1252
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1255
1444 op->below = originator->below; 1268 op->below = originator->below;
1445 1269
1446 if (op->below) 1270 if (op->below)
1447 op->below->above = op; 1271 op->below->above = op;
1448 else 1272 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1450 1274
1451 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1452 originator->below = op; 1276 originator->below = op;
1453 } 1277 }
1454 else 1278 else
1455 { 1279 {
1456 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1282 {
1459 object *last = NULL; 1283 object *last = 0;
1460 1284
1461 /* 1285 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1472 */ 1296 */
1473
1474 while (top != NULL) 1297 while (top)
1475 { 1298 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1300 floor = top;
1478 1301
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1500 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1325 * stacking is a bit odd.
1503 */ 1326 */
1504 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1329 {
1507 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1332 break;
1510 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1356
1534 if (op->above) 1357 if (op->above)
1535 op->above->below = op; 1358 op->above->below = op;
1536 1359
1537 op->below = NULL; 1360 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1539 } 1362 }
1540 else 1363 else
1541 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1542 op->above = top->above; 1365 op->above = top->above;
1543 1366
1546 1369
1547 op->below = top; 1370 op->below = top;
1548 top->above = op; 1371 top->above = op;
1549 } 1372 }
1550 1373
1551 if (op->above == NULL) 1374 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1554 1377
1555 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1556 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1557 1386
1558 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1560 */ 1389 */
1561 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1565 1394
1566 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1402 * of effect may be sufficient.
1574 */ 1403 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1577 1406
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1580 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1581 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1583 * 1414 *
1584 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1418 * update_object().
1589 1420
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1423 {
1593 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1594 return NULL; 1425 return 0;
1595 1426
1596 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1428 * walk on's.
1598 */ 1429 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1601 return NULL; 1432 return 0;
1602 } 1433 }
1603 1434
1604 return op; 1435 return op;
1605} 1436}
1606 1437
1607/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1610 */ 1441 */
1611void 1442void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1444{
1614 object * 1445 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1446
1619 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1620 1448
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1451 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1452
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1454
1632 tmp1->x = op->x; 1455 tmp1->x = op->x;
1633 tmp1->y = op->y; 1456 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1464}
1636 1465
1637/* 1466/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1471 * global static errmsg array.
1643 */ 1472 */
1644
1645object * 1473object *
1646get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1647{ 1475{
1648 object * 1476 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1478
1653 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1654 { 1480 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1482 return NULL;
1657 } 1483 }
1658 1484
1659 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1660 1486
1661 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1662 { 1488 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1489 else if (!is_removed)
1668 { 1490 {
1669 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1513
1692object * 1514object *
1693decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1694{ 1516{
1695 object *tmp; 1517 object *tmp;
1696 player *pl;
1697 1518
1698 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1520 return op;
1700 1521
1701 if (i > op->nrof) 1522 if (i > op->nrof)
1702 i = op->nrof; 1523 i = op->nrof;
1703 1524
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1526 op->nrof -= i;
1706 else if (op->env != NULL) 1527 else if (op->env)
1707 { 1528 {
1708 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1709 * therein? 1530 * therein?
1710 */ 1531 */
1711 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1537 * and then searching the map for a player.
1717 */ 1538 */
1718 if (!tmp) 1539 if (!tmp)
1719 { 1540 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1722 break; 1544 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1545 }
1728 1546
1729 if (i < op->nrof) 1547 if (i < op->nrof)
1730 { 1548 {
1731 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1550 op->nrof -= i;
1733 if (tmp) 1551 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1736 }
1737 } 1553 }
1738 else 1554 else
1739 { 1555 {
1740 remove_ob (op); 1556 op->remove ();
1741 op->nrof = 0; 1557 op->nrof = 0;
1742 if (tmp) 1558 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1560 }
1747 } 1561 }
1748 else 1562 else
1749 { 1563 {
1750 object *above = op->above; 1564 object *above = op->above;
1751 1565
1752 if (i < op->nrof) 1566 if (i < op->nrof)
1753 op->nrof -= i; 1567 op->nrof -= i;
1754 else 1568 else
1755 { 1569 {
1756 remove_ob (op); 1570 op->remove ();
1757 op->nrof = 0; 1571 op->nrof = 0;
1758 } 1572 }
1759 1573
1760 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1763 { 1577 {
1764 if (op->nrof) 1578 if (op->nrof)
1765 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1766 else 1580 else
1770 1584
1771 if (op->nrof) 1585 if (op->nrof)
1772 return op; 1586 return op;
1773 else 1587 else
1774 { 1588 {
1775 free_object (op); 1589 op->destroy ();
1776 return NULL; 1590 return 0;
1777 } 1591 }
1778} 1592}
1779 1593
1780/* 1594/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1607 op->carrying += weight;
1794 op = op->env; 1608 op = op->env;
1795 } 1609 }
1796} 1610}
1797 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1798/* 1632/*
1799 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1800 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1801 * inside the object environment. 1635 * inside the object environment.
1802 * 1636 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1810 */ 1639 */
1811 1640
1812object * 1641object *
1813insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1814{ 1643{
1815 object * 1644 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1645
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1647 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1648
1839 if (op->more) 1649 if (op->more)
1840 { 1650 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1652 return op;
1844 1654
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1657 if (op->nrof)
1848 { 1658 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1851 { 1661 {
1852 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1663 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1857 */ 1667 */
1858 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1861 op = tmp; 1671 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1674 break;
1865 } 1675 }
1866 1676
1867 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1681 * the linking below
1872 */ 1682 */
1873 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1874 } 1684 }
1875 else 1685 else
1876 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1877 1687
1878 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1691 otmp->update_stats ();
1883 }
1884 1692
1885 op->map = NULL; 1693 op->map = 0;
1886 op->env = where; 1694 op->env = this;
1887 op->above = NULL; 1695 op->above = 0;
1888 op->below = NULL; 1696 op->below = 0;
1889 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1890 1698
1891 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1893 { 1701 {
1894#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1899 } 1707 }
1900 1708
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1710 * It sure simplifies this function...
1903 */ 1711 */
1904 if (where->inv == NULL) 1712 if (!inv)
1905 where->inv = op; 1713 inv = op;
1906 else 1714 else
1907 { 1715 {
1908 op->below = where->inv; 1716 op->below = inv;
1909 op->below->above = op; 1717 op->below->above = op;
1910 where->inv = op; 1718 inv = op;
1911 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1912 return op; 1723 return op;
1913} 1724}
1914 1725
1915/* 1726/*
1916 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1930 * 1741 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1744 * on top.
1934 */ 1745 */
1935
1936int 1746int
1937check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1938{ 1748{
1939 object * 1749 object *tmp;
1940 tmp; 1750 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1947 1752
1948 MoveType 1753 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1754
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1756 return 0;
1955
1956 tag = op->count;
1957 1757
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1761
1977 1777
1978 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1980 */ 1780 */
1981 1781
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1983 { 1783 {
1984 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1786 * we don't need to check all of them.
1987 */ 1787 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1824 {
2025 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
2026 1826
2027 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2028 return 1; 1828 return 1;
2029 1829
2030 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2042/* 1842/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2046 */ 1846 */
2047
2048object * 1847object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1849{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1850 if (m == NULL || out_of_map (m, x, y))
2055 { 1851 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1853 return NULL;
2058 } 1854 }
1855
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2060 if (tmp->arch == at) 1857 if (tmp->arch == at)
2061 return tmp; 1858 return tmp;
1859
2062 return NULL; 1860 return NULL;
2063} 1861}
2064 1862
2065/* 1863/*
2066 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2069 */ 1867 */
2070
2071object * 1868object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2073{ 1870{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2078 { 1872 {
2079 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1874 return NULL;
2081 } 1875 }
1876
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2083 if (tmp->type == type) 1878 if (tmp->type == type)
2084 return tmp; 1879 return tmp;
1880
2085 return NULL; 1881 return NULL;
2086} 1882}
2087 1883
2088/* 1884/*
2089 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2092 */ 1888 */
2093
2094object * 1889object *
2095present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2096{ 1891{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1893 if (tmp->type == type)
2102 return tmp; 1894 return tmp;
1895
2103 return NULL; 1896 return NULL;
2104} 1897}
2105 1898
2106/* 1899/*
2107 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1911 * to be unique.
2119 */ 1912 */
2120
2121object * 1913object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1915{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1918 return tmp;
2131 } 1919
2132 return NULL; 1920 return 0;
2133} 1921}
2134 1922
2135/* 1923/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2139 */ 1927 */
2140
2141object * 1928object *
2142present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2143{ 1930{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1932 if (tmp->arch == at)
2149 return tmp; 1933 return tmp;
1934
2150 return NULL; 1935 return NULL;
2151} 1936}
2152 1937
2153/* 1938/*
2154 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2155 */ 1940 */
2156void 1941void
2157flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2158{ 1943{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1944 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1946 {
2165 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2167 } 1949 }
2168} /* 1950}
1951
1952/*
2169 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2170 */ 1954 */
2171void 1955void
2172unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2173{ 1957{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1958 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1960 {
2180 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2182 } 1963 }
2183} 1964}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2190 */ 1971 */
2191
2192void 1972void
2193set_cheat (object *op) 1973set_cheat (object *op)
2194{ 1974{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1998 * customized, changed states, etc.
2219 */ 1999 */
2220
2221int 2000int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 2002{
2224 int
2225 i,
2226 index = 0, flag; 2003 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2229 2005
2230 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2231 { 2007 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 2009 if (!flag)
2234 altern[index++] = i; 2010 altern [index++] = i;
2235 2011
2236 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2243 */ 2019 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 2021 stop = maxfree[i];
2246 } 2022 }
2023
2247 if (!index) 2024 if (!index)
2248 return -1; 2025 return -1;
2026
2249 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2250} 2028}
2251 2029
2252/* 2030/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2035 */
2258
2259int 2036int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2038{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2041 return i;
2269 } 2042
2270 return -1; 2043 return -1;
2271} 2044}
2272 2045
2273/* 2046/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2050 */
2277static void 2051static void
2278permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2279{ 2053{
2280 int 2054 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2055 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2056
2291 tmp = arr[i]; 2057 while (--end)
2292 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2059}
2296 2060
2297/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2067 */
2304void 2068void
2305get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2306{ 2070{
2307 int 2071 int i;
2308 i;
2309 2072
2310 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2074 search_arr[i] = i;
2313 }
2314 2075
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2079}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2091 * there is capable of.
2331 */ 2092 */
2332
2333int 2093int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2095{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2339 2097
2340 sint16 nx, ny; 2098 sint16 nx, ny;
2341 object * 2099 object *tmp;
2342 tmp; 2100 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2101
2346 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2347 2103
2348 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2349 { 2105 {
2361 mp = m; 2117 mp = m;
2362 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2364 2120
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2366 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2124 max = maxfree[i];
2369 }
2370 else 2125 else
2371 { 2126 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2373 2130
2374 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2132 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2379 { 2134 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2138 break;
2385 } 2139
2386 }
2387 if (tmp) 2140 if (tmp)
2388 {
2389 return freedir[i]; 2141 return freedir[i];
2390 }
2391 } 2142 }
2392 } 2143 }
2393 } 2144 }
2145
2394 return 0; 2146 return 0;
2395} 2147}
2396 2148
2397/* 2149/*
2398 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2151 * distance between the two given objects.
2400 */ 2152 */
2401
2402int 2153int
2403distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2404{ 2155{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2157}
2411 2158
2412/* 2159/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2416 */ 2163 */
2417
2418int 2164int
2419find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2420{ 2166{
2421 int 2167 int q;
2422 q;
2423 2168
2424 if (y) 2169 if (y)
2425 q = x * 100 / y; 2170 q = x * 100 / y;
2426 else if (x) 2171 else if (x)
2427 q = -300 * x; 2172 q = -300 * x;
2462int 2207int
2463absdir (int d) 2208absdir (int d)
2464{ 2209{
2465 while (d < 1) 2210 while (d < 1)
2466 d += 8; 2211 d += 8;
2212
2467 while (d > 8) 2213 while (d > 8)
2468 d -= 8; 2214 d -= 8;
2215
2469 return d; 2216 return d;
2470} 2217}
2471 2218
2472/* 2219/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2222 */
2476 2223
2477int 2224int
2478dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2479{ 2226{
2480 int 2227 int d;
2481 d;
2482 2228
2483 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2484 if (d > 4) 2230 if (d > 4)
2485 d = 8 - d; 2231 d = 8 - d;
2232
2486 return d; 2233 return d;
2487} 2234}
2488 2235
2489/* peterm: 2236/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2243 * functions.
2497 */ 2244 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2300 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2557 */ 2302 */
2558
2559
2560int 2303int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2305{
2563 sint16 dx, dy; 2306 sint16 dx, dy;
2564 int
2565 mflags; 2307 int mflags;
2566 2308
2567 if (dir < 0) 2309 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2569 2311
2570 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2583 return 0; 2325 return 0;
2584 2326
2585 /* yes, can see. */ 2327 /* yes, can see. */
2586 if (dir < 9) 2328 if (dir < 9)
2587 return 1; 2329 return 1;
2330
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2334}
2591
2592
2593 2335
2594/* 2336/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2353}
2612 2354
2613
2614/* 2355/*
2615 * create clone from object to another 2356 * create clone from object to another
2616 */ 2357 */
2617object * 2358object *
2618object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2619{ 2360{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2362
2623 if (!asrc) 2363 if (!asrc)
2624 return NULL; 2364 return 0;
2365
2625 src = asrc; 2366 src = asrc;
2626 if (src->head) 2367 if (src->head)
2627 src = src->head; 2368 src = src->head;
2628 2369
2629 prev = NULL; 2370 prev = 0;
2630 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2631 { 2372 {
2632 tmp = get_object (); 2373 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2374 tmp->x -= src->x;
2635 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2636 if (!part->head) 2377 if (!part->head)
2637 { 2378 {
2638 dst = tmp; 2379 dst = tmp;
2639 tmp->head = NULL; 2380 tmp->head = 0;
2640 } 2381 }
2641 else 2382 else
2642 {
2643 tmp->head = dst; 2383 tmp->head = dst;
2644 } 2384
2645 tmp->more = NULL; 2385 tmp->more = 0;
2386
2646 if (prev) 2387 if (prev)
2647 prev->more = tmp; 2388 prev->more = tmp;
2389
2648 prev = tmp; 2390 prev = tmp;
2649 } 2391 }
2650 2392
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2395
2657 return dst; 2396 return dst;
2658} 2397}
2659 2398
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2405object *
2682load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2683{ 2407{
2684 object * 2408 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2688 2410
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2412
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2693 2414
2694 if (tempfile == NULL) 2415 if (tempfile == NULL)
2695 { 2416 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2418 return NULL;
2698 } 2419 }
2699 2420
2700 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2422 fclose (tempfile);
2702 2423
2703 op = get_object (); 2424 op = object::create ();
2704 2425
2705 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2706 2427
2707 if (thawer) 2428 if (thawer)
2708 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2439 * returns NULL if no match.
2719 */ 2440 */
2720object * 2441object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2443{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2446 return tmp;
2729 2447
2730 return NULL; 2448 return 0;
2731} 2449}
2732 2450
2733/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2452 * otherwise return NULL.
2735 * 2453 *
2737 * do the desired thing. 2455 * do the desired thing.
2738 */ 2456 */
2739key_value * 2457key_value *
2740get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2741{ 2459{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2461 if (link->key == key)
2748 {
2749 return link; 2462 return link;
2750 }
2751 }
2752 2463
2753 return NULL; 2464 return 0;
2754} 2465}
2755 2466
2756/* 2467/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2469 *
2798 * Returns TRUE on success. 2509 * Returns TRUE on success.
2799 */ 2510 */
2800int 2511int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2513{
2803 key_value *
2804 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2805 2515
2806 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2517 {
2808 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2809 { 2519 {
2837 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2838 2548
2839 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2840 2550
2841 if (!add_key) 2551 if (!add_key)
2842 {
2843 return FALSE; 2552 return FALSE;
2844 } 2553
2845 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2849 * should pass in "" 2558 * should pass in ""
2898 } 2607 }
2899 else 2608 else
2900 item = item->env; 2609 item = item->env;
2901} 2610}
2902 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2903// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2904const char * 2642const char *
2905object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2906{ 2644{
2645 char flagdesc[512];
2907 char info2[256 * 3]; 2646 char info2[256 * 4];
2908 char *p = info; 2647 char *p = info;
2909 2648
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2911 count, 2650 count, uuid.seq,
2912 &name, 2651 &name,
2913 title ? " " : "", 2652 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2915 2655
2916 if (env) 2656 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2658
2919 if (map) 2659 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2661
2922 return info; 2662 return info;
2923} 2663}
2924 2664
2925const char * 2665const char *
2926object::debug_desc () const 2666object::debug_desc () const
2927{ 2667{
2928 static char info[256 * 3]; 2668 static char info[256 * 4];
2929 return debug_desc (info); 2669 return debug_desc (info);
2930} 2670}
2931 2671

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