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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
104 _exit (1); 107 _exit (1);
105 } 108 }
106 109
107 uuid.seq = uid; 110 uuid.seq = uid;
108 write_uuid (); 111 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 113 fclose (fp);
111} 114}
112 115
113UUID 116UUID
114gen_uuid () 117gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
141 */ 144 */
142 145
143 /* For each field in wants, */ 146 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 148 {
146 key_value *has_field; 149 key_value *has_field;
147 150
148 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
183 * 186 *
184 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
187 * 190 *
188 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
189 * 192 *
190 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
191 * check weight 194 * check weight
192 */ 195 */
193
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
279 277
280 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
282 * check? 280 * check?
283 */ 281 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 283 return 0;
286 284
287 switch (ob1->type) 285 switch (ob1->type)
288 { 286 {
289 case SCROLL: 287 case SCROLL:
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
412 */ 395 */
413 396
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 object *op;
418
419 for (op = object::first; op != NULL; op = op->next) 400 for (object *op = object::first; op; op = op->next)
420 if (op->count == i) 401 if (op->count == i)
421 break; 402 return op;
422 403
423 return op; 404 return 0;
424} 405}
425 406
426/* 407/*
427 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
486 } 467 }
487 468
488 op->key_values = 0; 469 op->key_values = 0;
489} 470}
490 471
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
544 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
545 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
548 * will point at garbage. 478 * will point at garbage.
549 */ 479 */
550void 480void
551copy_object (object *op2, object *op) 481object::copy_to (object *dst)
552{ 482{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
555 485
556 op2->clone (op); 486 *(object_copy *)dst = *this;
557 487
558 if (is_freed) 488 if (is_freed)
559 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
560 if (is_removed) 491 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
562 493
563 if (op2->speed < 0) 494 if (speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
565 496
566 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
567 if (op2->key_values) 498 if (key_values)
568 { 499 {
569 key_value *tail = 0; 500 key_value *tail = 0;
570 key_value *i; 501 key_value *i;
571 502
572 op->key_values = 0; 503 dst->key_values = 0;
573 504
574 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
575 { 506 {
576 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
577 508
578 new_link->next = 0; 509 new_link->next = 0;
579 new_link->key = i->key; 510 new_link->key = i->key;
580 new_link->value = i->value; 511 new_link->value = i->value;
581 512
582 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
583 if (!op->key_values) 514 if (!dst->key_values)
584 { 515 {
585 op->key_values = new_link; 516 dst->key_values = new_link;
586 tail = new_link; 517 tail = new_link;
587 } 518 }
588 else 519 else
589 { 520 {
590 tail->next = new_link; 521 tail->next = new_link;
591 tail = new_link; 522 tail = new_link;
592 } 523 }
593 } 524 }
594 } 525 }
595 526
596 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
597} 536}
598 537
599/* 538/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
603 */ 542 */
604
605void 543void
606update_turn_face (object *op) 544update_turn_face (object *op)
607{ 545{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 547 return;
548
610 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
612} 551}
613 552
614/* 553/*
615 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
618 */ 557 */
619void 558void
620update_ob_speed (object *op) 559object::set_speed (float speed)
621{ 560{
622 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 562 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 564 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 565 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 566
647 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 568
651 if (op->active_next != NULL) 569 if (has_active_speed ())
652 op->active_next->active_prev = op; 570 activate ();
653
654 active_objects = op;
655 }
656 else 571 else
657 { 572 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 573}
681 574
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 575/*
714 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 579 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
721 * 583 *
722 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 585 * current action are:
728 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
733 */ 591 */
734
735void 592void
736update_object (object *op, int action) 593update_object (object *op, int action)
737{ 594{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
740 596
741 if (op == NULL) 597 if (op == NULL)
742 { 598 {
743 /* this should never happen */ 599 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 601 return;
746 } 602 }
747 603
748 if (op->env != NULL) 604 if (op->env)
749 { 605 {
750 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
751 * to do in this case. 607 * to do in this case.
752 */ 608 */
753 return; 609 return;
758 */ 614 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 616 return;
761 617
762 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 620 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 622#ifdef MANY_CORES
767 abort (); 623 abort ();
768#endif 624#endif
769 return; 625 return;
770 } 626 }
771 627
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
779 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
780 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 645 * to have move_allow right now.
804 */ 646 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 649 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 650 }
811 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 653 * that is being removed.
814 */ 654 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 656 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
819 else 659 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 661
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 662 if (op->more)
829 update_object (op->more, action); 663 update_object (op->more, action);
830} 664}
831 665
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first; 666object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855 667
856object::object () 668object::object ()
857{ 669{
858 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
859 671
891 703
892 prev = 0; 704 prev = 0;
893 next = 0; 705 next = 0;
894} 706}
895 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
896object *object::create () 842object *object::create ()
897{ 843{
898 object *op = new object; 844 object *op = new object;
899 op->link (); 845 op->link ();
900 return op; 846 return op;
901} 847}
902 848
903/* 849void
904 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
905 * it from the list of used objects, and puts it on the list of
906 * free objects. The IS_FREED() flag is set in the object.
907 * The object must have been removed by remove_ob() first for
908 * this function to succeed.
909 *
910 * If destroy_inventory is set, free inventory as well. Else drop items in
911 * inventory to the ground.
912 */
913void object::destroy (bool destroy_inventory)
914{ 851{
915 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
916 return; 862 return;
917 863
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
919 remove_friendly_object (this);
920 865
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
922 remove_ob (this);
923 867
924 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
925 895
926 if (more) 896 if (more)
927 { 897 {
928 more->destroy (destroy_inventory); 898 more->destroy ();
929 more = 0; 899 more = 0;
930 }
931
932 if (inv)
933 {
934 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects
936 * drop on that space.
937 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 {
940 object *op = inv;
941
942 while (op)
943 {
944 object *tmp = op->below;
945 op->destroy (destroy_inventory);
946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952
953 while (op)
954 {
955 object *tmp = op->below;
956
957 remove_ob (op);
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 } 900 }
973 901
974 // clear those pointers that likely might have circular references to us 902 // clear those pointers that likely might have circular references to us
975 owner = 0; 903 owner = 0;
976 enemy = 0; 904 enemy = 0;
977 attacked_by = 0; 905 attacked_by = 0;
978 906
979 // only relevant for players(?), but make sure of it anyways 907 // only relevant for players(?), but make sure of it anyways
980 contr = 0; 908 contr = 0;
909}
981 910
982 /* Remove object from the active list */ 911void
983 speed = 0; 912object::destroy (bool destroy_inventory)
984 update_ob_speed (this); 913{
914 if (destroyed ())
915 return;
985 916
986 unlink (); 917 if (destroy_inventory)
918 destroy_inv (false);
987 919
988 mortals.push_back (this); 920 attachable::destroy ();
989} 921}
990 922
991/* 923/*
992 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
994 */ 926 */
995
996void 927void
997sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
998{ 929{
999 while (op != NULL) 930 while (op != NULL)
1000 { 931 {
1004 op->carrying -= weight; 935 op->carrying -= weight;
1005 op = op->env; 936 op = op->env;
1006 } 937 }
1007} 938}
1008 939
1009/* remove_ob(op): 940/* op->remove ():
1010 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 945 * the previous environment.
1015 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1016 */ 947 */
1017
1018void 948void
1019remove_ob (object *op) 949object::remove ()
1020{ 950{
1021 object *tmp, *last = 0; 951 object *tmp, *last = 0;
1022 object *otmp; 952 object *otmp;
1023 953
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1030 return; 955 return;
1031 956
1032 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1033 959
1034 if (op->more != NULL) 960 if (more)
1035 remove_ob (op->more); 961 more->remove ();
1036 962
1037 /* 963 /*
1038 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1039 * inventory. 965 * inventory.
1040 */ 966 */
1041 if (op->env != NULL) 967 if (env)
1042 { 968 {
1043 if (op->nrof) 969 if (nrof)
1044 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1045 else 971 else
1046 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1047 973
1048 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 976 * to save cpu time.
1051 */ 977 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp); 979 otmp->update_stats ();
1054 980
1055 if (op->above != NULL) 981 if (above)
1056 op->above->below = op->below; 982 above->below = below;
1057 else 983 else
1058 op->env->inv = op->below; 984 env->inv = below;
1059 985
1060 if (op->below != NULL) 986 if (below)
1061 op->below->above = op->above; 987 below->above = above;
1062 988
1063 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1066 */ 992 */
1067 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1068 op->map = op->env->map; 994 map = env->map;
1069 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1070 op->env = NULL; 996 env = 0;
1071 } 997 }
1072 else if (op->map) 998 else if (map)
1073 { 999 {
1074 x = op->x; 1000 if (type == PLAYER)
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 } 1001 {
1088 1002 --map->players;
1089 if (op->map != m) 1003 map->touch ();
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */ 1004 }
1005
1006 map->dirty = true;
1096 1007
1097 /* link the object above us */ 1008 /* link the object above us */
1098 if (op->above) 1009 if (above)
1099 op->above->below = op->below; 1010 above->below = below;
1100 else 1011 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1102 1013
1103 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1104 if (op->below) 1015 if (below)
1105 op->below->above = op->above; 1016 below->above = above;
1106 else 1017 else
1107 { 1018 {
1108 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1110 * evident 1021 * evident
1111 */ 1022 */
1112 if (GET_MAP_OB (m, x, y) != op) 1023 if (GET_MAP_OB (map, x, y) != this)
1113 { 1024 {
1114 char *dump = dump_object (op); 1025 char *dump = dump_object (this);
1115 LOG (llevError, 1026 LOG (llevError,
1116 "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); 1027 "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);
1117 free (dump); 1028 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1119 LOG (llevError, "%s\n", dump); 1030 LOG (llevError, "%s\n", dump);
1120 free (dump); 1031 free (dump);
1121 } 1032 }
1122 1033
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1124 } 1035 }
1125 1036
1126 op->above = 0; 1037 above = 0;
1127 op->below = 0; 1038 below = 0;
1128 1039
1129 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1130 return; 1041 return;
1131 1042
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1044
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1135 { 1046 {
1136 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1137 * being removed. 1048 * being removed.
1138 */ 1049 */
1139 1050
1140 if (tmp->type == PLAYER && tmp != op) 1051 if (tmp->type == PLAYER && tmp != this)
1141 { 1052 {
1142 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1144 * appropriately. 1055 * appropriately.
1145 */ 1056 */
1146 if (tmp->container == op) 1057 if (tmp->container == this)
1147 { 1058 {
1148 CLEAR_FLAG (op, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1149 tmp->container = NULL; 1060 tmp->container = 0;
1150 } 1061 }
1151 1062
1152 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1153 } 1065 }
1154 1066
1155 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1156 if (check_walk_off 1068 if (check_walk_off
1157 && ((op->move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 { 1071 {
1160 move_apply (tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1161 1073
1162 if (op->destroyed ()) 1074 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1076 }
1165 1077
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1168 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1169 tmp->above = NULL; 1081 tmp->above = 0;
1170 1082
1171 last = tmp; 1083 last = tmp;
1172 } 1084 }
1173 1085
1174 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1175 if (last == NULL) 1088 if (!last)
1176 { 1089 map->at (x, y).flags_ = 0;
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else 1090 else
1186 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1187 1092
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1189 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1190 } 1095 }
1191} 1096}
1192 1097
1193/* 1098/*
1194 * merge_ob(op,top): 1099 * merge_ob(op,top):
1202merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1203{ 1108{
1204 if (!op->nrof) 1109 if (!op->nrof)
1205 return 0; 1110 return 0;
1206 1111
1207 if (top == NULL) 1112 if (top)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1209 1115
1210 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1211 { 1117 {
1212 if (top == op) 1118 if (top == op)
1213 continue; 1119 continue;
1214 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1215 { 1122 {
1216 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1217 1124
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op); 1127 op->destroy ();
1221 free_object (op);
1222 return top; 1128 return top;
1223 } 1129 }
1224 } 1130 }
1225 1131
1226 return 0; 1132 return 0;
1231 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1232 */ 1138 */
1233object * 1139object *
1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{ 1141{
1236 object *tmp;
1237
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1143 {
1243 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1244 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1245 } 1146 }
1246 1147
1265 * Return value: 1166 * Return value:
1266 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1268 * just 'op' otherwise 1169 * just 'op' otherwise
1269 */ 1170 */
1270
1271object * 1171object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1173{
1274 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1275 sint16 x, y; 1175 sint16 x, y;
1278 { 1178 {
1279 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL; 1180 return NULL;
1281 } 1181 }
1282 1182
1283 if (m == NULL) 1183 if (!m)
1284 { 1184 {
1285 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump); 1187 free (dump);
1288 return op; 1188 return op;
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump); 1210 free (dump);
1311 return op; 1211 return op;
1312 } 1212 }
1313 1213
1314 if (op->more != NULL) 1214 if (op->more)
1315 { 1215 {
1316 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1317 1217
1318 object *more = op->more; 1218 object *more = op->more;
1319 1219
1320 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1321 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1324 */ 1224 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map) 1227 else if (!more->map)
1328 { 1228 {
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 { 1236 {
1337 if (!op->head) 1237 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339 1239
1340 return NULL; 1240 return 0;
1341 } 1241 }
1342 } 1242 }
1343 1243
1344 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1345 1245
1352 y = op->y; 1252 y = op->y;
1353 1253
1354 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1355 */ 1255 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1359 { 1259 {
1360 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1261 tmp->destroy ();
1362 free_object (tmp);
1363 } 1262 }
1364 1263
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1266
1380 op->below = originator->below; 1279 op->below = originator->below;
1381 1280
1382 if (op->below) 1281 if (op->below)
1383 op->below->above = op; 1282 op->below->above = op;
1384 else 1283 else
1385 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1386 1285
1387 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1388 originator->below = op; 1287 originator->below = op;
1389 } 1288 }
1390 else 1289 else
1391 { 1290 {
1392 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 { 1293 {
1395 object *last = NULL; 1294 object *last = 0;
1396 1295
1397 /* 1296 /*
1398 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1404 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1408 */ 1307 */
1409
1410 while (top != NULL) 1308 while (top)
1411 { 1309 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top; 1311 floor = top;
1414 1312
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1436 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1336 * stacking is a bit odd.
1439 */ 1337 */
1440 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 { 1340 {
1443 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break; 1343 break;
1446 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1468 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469 1367
1470 if (op->above) 1368 if (op->above)
1471 op->above->below = op; 1369 op->above->below = op;
1472 1370
1473 op->below = NULL; 1371 op->below = 0;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1475 } 1373 }
1476 else 1374 else
1477 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1478 op->above = top->above; 1376 op->above = top->above;
1479 1377
1482 1380
1483 op->below = top; 1381 op->below = top;
1484 top->above = op; 1382 top->above = op;
1485 } 1383 }
1486 1384
1487 if (op->above == NULL) 1385 if (!op->above)
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1489 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1490 1388
1491 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1492 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1493 1397
1494 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1496 */ 1400 */
1497 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1499 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1500 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1501 1405
1502 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1509 * of effect may be sufficient. 1413 * of effect may be sufficient.
1510 */ 1414 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1513 1417
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1516 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1517 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1519 * 1425 *
1520 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1429 * update_object().
1525 1431
1526 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 { 1434 {
1529 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1530 return NULL; 1436 return 0;
1531 1437
1532 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1533 * walk on's. 1439 * walk on's.
1534 */ 1440 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1536 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1537 return NULL; 1443 return 0;
1538 } 1444 }
1539 1445
1540 return op; 1446 return op;
1541} 1447}
1542 1448
1543/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1546 */ 1452 */
1547void 1453void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1549{ 1455{
1550 object * 1456 object *tmp, *tmp1;
1551 tmp;
1552 object *
1553 tmp1;
1554 1457
1555 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1556 1459
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 { 1462 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1463
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1567 1465
1568 tmp1->x = op->x; 1466 tmp1->x = op->x;
1569 tmp1->y = op->y; 1467 tmp1->y = op->y;
1570 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1571} 1475}
1572 1476
1573/* 1477/*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array. 1482 * global static errmsg array.
1579 */ 1483 */
1580
1581object * 1484object *
1582get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1583{ 1486{
1584 object * 1487 object *newob;
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588 1489
1589 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1590 { 1491 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL; 1493 return NULL;
1593 } 1494 }
1594 1495
1595 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1596 1497
1597 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1598 { 1499 orig_ob->destroy (1);
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed) 1500 else if (!is_removed)
1604 { 1501 {
1605 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1627 1524
1628object * 1525object *
1629decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1630{ 1527{
1631 object *tmp; 1528 object *tmp;
1632 player *pl;
1633 1529
1634 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1635 return op; 1531 return op;
1636 1532
1637 if (i > op->nrof) 1533 if (i > op->nrof)
1638 i = op->nrof; 1534 i = op->nrof;
1639 1535
1640 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i; 1537 op->nrof -= i;
1642 else if (op->env != NULL) 1538 else if (op->env)
1643 { 1539 {
1644 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1645 * therein? 1541 * therein?
1646 */ 1542 */
1647 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1648 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player. 1548 * and then searching the map for a player.
1653 */ 1549 */
1654 if (!tmp) 1550 if (!tmp)
1655 { 1551 for_all_players (pl)
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1658 break; 1555 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 } 1556 }
1664 1557
1665 if (i < op->nrof) 1558 if (i < op->nrof)
1666 { 1559 {
1667 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i; 1561 op->nrof -= i;
1669 if (tmp) 1562 if (tmp)
1670 {
1671 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1672 }
1673 } 1564 }
1674 else 1565 else
1675 { 1566 {
1676 remove_ob (op); 1567 op->remove ();
1677 op->nrof = 0; 1568 op->nrof = 0;
1678 if (tmp) 1569 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1681 }
1682 } 1571 }
1683 } 1572 }
1684 else 1573 else
1685 { 1574 {
1686 object *above = op->above; 1575 object *above = op->above;
1687 1576
1688 if (i < op->nrof) 1577 if (i < op->nrof)
1689 op->nrof -= i; 1578 op->nrof -= i;
1690 else 1579 else
1691 { 1580 {
1692 remove_ob (op); 1581 op->remove ();
1693 op->nrof = 0; 1582 op->nrof = 0;
1694 } 1583 }
1695 1584
1696 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1698 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1699 { 1588 {
1700 if (op->nrof) 1589 if (op->nrof)
1701 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1702 else 1591 else
1706 1595
1707 if (op->nrof) 1596 if (op->nrof)
1708 return op; 1597 return op;
1709 else 1598 else
1710 { 1599 {
1711 free_object (op); 1600 op->destroy ();
1712 return NULL; 1601 return 0;
1713 } 1602 }
1714} 1603}
1715 1604
1716/* 1605/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1729 op->carrying += weight; 1618 op->carrying += weight;
1730 op = op->env; 1619 op = op->env;
1731 } 1620 }
1732} 1621}
1733 1622
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747
1748object * 1623object *
1749insert_ob_in_ob (object *op, object *where) 1624insert_ob_in_ob (object *op, object *where)
1750{ 1625{
1751 object * 1626 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1627 {
1765 char *dump = dump_object (op); 1628 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1630 free (dump);
1768 return op; 1631 return op;
1769 } 1632 }
1770 1633
1771 if (where->head) 1634 if (where->head)
1772 { 1635 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1637 where = where->head;
1775 } 1638 }
1639
1640 return where->insert (op);
1641}
1642
1643/*
1644 * env->insert (op)
1645 * This function inserts the object op in the linked list
1646 * inside the object environment.
1647 *
1648 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero
1650 */
1651
1652object *
1653object::insert (object *op)
1654{
1655 object *tmp, *otmp;
1656
1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove ();
1776 1659
1777 if (op->more) 1660 if (op->more)
1778 { 1661 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1663 return op;
1782 1665
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1785 if (op->nrof) 1668 if (op->nrof)
1786 { 1669 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1789 { 1672 {
1790 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1674 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1795 */ 1678 */
1796 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1799 op = tmp; 1682 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break; 1685 break;
1803 } 1686 }
1804 1687
1805 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1809 * the linking below 1692 * the linking below
1810 */ 1693 */
1811 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1812 } 1695 }
1813 else 1696 else
1814 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1815 1698
1816 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1817 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp); 1702 otmp->update_stats ();
1821 }
1822 1703
1823 op->map = NULL; 1704 op->map = 0;
1824 op->env = where; 1705 op->env = this;
1825 op->above = NULL; 1706 op->above = 0;
1826 op->below = NULL; 1707 op->below = 0;
1827 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1828 1709
1829 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1831 { 1712 {
1832#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1836 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1837 } 1718 }
1838 1719
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function... 1721 * It sure simplifies this function...
1841 */ 1722 */
1842 if (where->inv == NULL) 1723 if (!inv)
1843 where->inv = op; 1724 inv = op;
1844 else 1725 else
1845 { 1726 {
1846 op->below = where->inv; 1727 op->below = inv;
1847 op->below->above = op; 1728 op->below->above = op;
1848 where->inv = op; 1729 inv = op;
1849 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1850 return op; 1734 return op;
1851} 1735}
1852 1736
1853/* 1737/*
1854 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1868 * 1752 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top. 1755 * on top.
1872 */ 1756 */
1873
1874int 1757int
1875check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1876{ 1759{
1877 object *tmp; 1760 object *tmp;
1878 maptile *m = op->map; 1761 maptile *m = op->map;
1905 1788
1906 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1908 */ 1791 */
1909 1792
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1911 { 1794 {
1912 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them. 1797 * we don't need to check all of them.
1915 */ 1798 */
1970/* 1853/*
1971 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1974 */ 1857 */
1975
1976object * 1858object *
1977present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1978{ 1860{
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1983 { 1862 {
1984 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL; 1864 return NULL;
1986 } 1865 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->arch == at) 1868 if (tmp->arch == at)
1989 return tmp; 1869 return tmp;
1870
1990 return NULL; 1871 return NULL;
1991} 1872}
1992 1873
1993/* 1874/*
1994 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1997 */ 1878 */
1998
1999object * 1879object *
2000present (unsigned char type, maptile *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2001{ 1881{
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2006 { 1883 {
2007 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2008 return NULL; 1885 return NULL;
2009 } 1886 }
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2011 if (tmp->type == type) 1889 if (tmp->type == type)
2012 return tmp; 1890 return tmp;
1891
2013 return NULL; 1892 return NULL;
2014} 1893}
2015 1894
2016/* 1895/*
2017 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2020 */ 1899 */
2021
2022object * 1900object *
2023present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2024{ 1902{
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type) 1904 if (tmp->type == type)
2030 return tmp; 1905 return tmp;
1906
2031 return NULL; 1907 return NULL;
2032} 1908}
2033 1909
2034/* 1910/*
2035 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2043 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2046 * to be unique. 1922 * to be unique.
2047 */ 1923 */
2048
2049object * 1924object *
2050present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2051{ 1926{
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp; 1929 return tmp;
2059 } 1930
2060 return NULL; 1931 return 0;
2061} 1932}
2062 1933
2063/* 1934/*
2064 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2067 */ 1938 */
2068
2069object * 1939object *
2070present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2071{ 1941{
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2076 if (tmp->arch == at) 1943 if (tmp->arch == at)
2077 return tmp; 1944 return tmp;
1945
2078 return NULL; 1946 return NULL;
2079} 1947}
2080 1948
2081/* 1949/*
2082 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2083 */ 1951 */
2084void 1952void
2085flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2086{ 1954{
2087 object *
2088 tmp;
2089
2090 if (op->inv) 1955 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 { 1957 {
2093 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2094 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2095 } 1960 }
2096} /* 1961}
1962
1963/*
2097 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2098 */ 1965 */
2099void 1966void
2100unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2101{ 1968{
2102 object *
2103 tmp;
2104
2105 if (op->inv) 1969 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 { 1971 {
2108 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2109 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2110 } 1974 }
2111} 1975}
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2118 */ 1982 */
2119
2120void 1983void
2121set_cheat (object *op) 1984set_cheat (object *op)
2122{ 1985{
2123 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2143 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc. 2009 * customized, changed states, etc.
2147 */ 2010 */
2148
2149int 2011int
2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{ 2013{
2152 int
2153 i,
2154 index = 0, flag; 2014 int index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2157 2016
2158 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2159 { 2018 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2161 if (!flag) 2020 if (!flag)
2162 altern[index++] = i; 2021 altern [index++] = i;
2163 2022
2164 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2171 */ 2030 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2173 stop = maxfree[i]; 2032 stop = maxfree[i];
2174 } 2033 }
2034
2175 if (!index) 2035 if (!index)
2176 return -1; 2036 return -1;
2037
2177 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2178} 2039}
2179 2040
2180/* 2041/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */ 2046 */
2186
2187int 2047int
2188find_first_free_spot (const object *ob, maptile *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{ 2049{
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2196 return i; 2052 return i;
2197 } 2053
2198 return -1; 2054 return -1;
2199} 2055}
2200 2056
2201/* 2057/*
2202 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2204 */ 2061 */
2205static void 2062static void
2206permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2207{ 2064{
2208 int 2065 arr += begin;
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin; 2066 end -= begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218 2067
2219 tmp = arr[i]; 2068 while (--end)
2220 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2221 arr[j] = tmp;
2222 }
2223} 2070}
2224 2071
2225/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2230 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2231 */ 2078 */
2232void 2079void
2233get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2234{ 2081{
2235 int 2082 int i;
2236 i;
2237 2083
2238 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i; 2085 search_arr[i] = i;
2241 }
2242 2086
2243 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246} 2090}
2255 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2258 * there is capable of. 2102 * there is capable of.
2259 */ 2103 */
2260
2261int 2104int
2262find_dir (maptile *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2263{ 2106{
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2267 2108
2268 sint16 nx, ny; 2109 sint16 nx, ny;
2269 object * 2110 object *tmp;
2270 tmp;
2271 maptile * 2111 maptile *mp;
2272 mp;
2273 2112
2274 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2275 2114
2276 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2277 { 2116 {
2289 mp = m; 2128 mp = m;
2290 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2291 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2292 2131
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2294 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2135 max = maxfree[i];
2297 }
2298 else 2136 else
2299 { 2137 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2301 2141
2302 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2303 {
2304 max = maxfree[i]; 2143 max = maxfree[i];
2305 }
2306 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2307 { 2145 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2309 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2312 break; 2149 break;
2313 } 2150
2314 }
2315 if (tmp) 2151 if (tmp)
2316 {
2317 return freedir[i]; 2152 return freedir[i];
2318 }
2319 } 2153 }
2320 } 2154 }
2321 } 2155 }
2156
2322 return 0; 2157 return 0;
2323} 2158}
2324 2159
2325/* 2160/*
2326 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects. 2162 * distance between the two given objects.
2328 */ 2163 */
2329
2330int 2164int
2331distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2332{ 2166{
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338} 2168}
2339 2169
2340/* 2170/*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2342 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2343 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2344 */ 2174 */
2345
2346int 2175int
2347find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2348{ 2177{
2349 int 2178 int q;
2350 q;
2351 2179
2352 if (y) 2180 if (y)
2353 q = x * 100 / y; 2181 q = x * 100 / y;
2354 else if (x) 2182 else if (x)
2355 q = -300 * x; 2183 q = -300 * x;
2390int 2218int
2391absdir (int d) 2219absdir (int d)
2392{ 2220{
2393 while (d < 1) 2221 while (d < 1)
2394 d += 8; 2222 d += 8;
2223
2395 while (d > 8) 2224 while (d > 8)
2396 d -= 8; 2225 d -= 8;
2226
2397 return d; 2227 return d;
2398} 2228}
2399 2229
2400/* 2230/*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2403 */ 2233 */
2404 2234
2405int 2235int
2406dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2407{ 2237{
2408 int 2238 int d;
2409 d;
2410 2239
2411 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2412 if (d > 4) 2241 if (d > 4)
2413 d = 8 - d; 2242 d = 8 - d;
2243
2414 return d; 2244 return d;
2415} 2245}
2416 2246
2417/* peterm: 2247/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2254 * functions.
2425 */ 2255 */
2426
2427int
2428 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2481 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2311 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2485 */ 2313 */
2486
2487
2488int 2314int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2316{
2491 sint16 dx, dy; 2317 sint16 dx, dy;
2492 int
2493 mflags; 2318 int mflags;
2494 2319
2495 if (dir < 0) 2320 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2497 2322
2498 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2511 return 0; 2336 return 0;
2512 2337
2513 /* yes, can see. */ 2338 /* yes, can see. */
2514 if (dir < 9) 2339 if (dir < 9)
2515 return 1; 2340 return 1;
2341
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2345}
2519
2520
2521 2346
2522/* 2347/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539} 2364}
2540 2365
2541
2542/* 2366/*
2543 * create clone from object to another 2367 * create clone from object to another
2544 */ 2368 */
2545object * 2369object *
2546object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2547{ 2371{
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2550 2373
2551 if (!asrc) 2374 if (!asrc)
2552 return NULL; 2375 return 0;
2376
2553 src = asrc; 2377 src = asrc;
2554 if (src->head) 2378 if (src->head)
2555 src = src->head; 2379 src = src->head;
2556 2380
2557 prev = NULL; 2381 prev = 0;
2558 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2559 { 2383 {
2560 tmp = get_object (); 2384 tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x; 2385 tmp->x -= src->x;
2563 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2564 if (!part->head) 2388 if (!part->head)
2565 { 2389 {
2566 dst = tmp; 2390 dst = tmp;
2567 tmp->head = NULL; 2391 tmp->head = 0;
2568 } 2392 }
2569 else 2393 else
2570 {
2571 tmp->head = dst; 2394 tmp->head = dst;
2572 } 2395
2573 tmp->more = NULL; 2396 tmp->more = 0;
2397
2574 if (prev) 2398 if (prev)
2575 prev->more = tmp; 2399 prev->more = tmp;
2400
2576 prev = tmp; 2401 prev = tmp;
2577 } 2402 }
2578 2403
2579 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2586/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2587/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2588/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2589/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2590/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2591
2592object * 2416object *
2593load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2594{ 2418{
2595 object *op; 2419 object *op;
2596 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2606 } 2430 }
2607 2431
2608 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2609 fclose (tempfile); 2433 fclose (tempfile);
2610 2434
2611 op = get_object (); 2435 op = object::create ();
2612 2436
2613 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2614 2438
2615 if (thawer) 2439 if (thawer)
2616 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2626 * returns NULL if no match. 2450 * returns NULL if no match.
2627 */ 2451 */
2628object * 2452object *
2629find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2630{ 2454{
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp; 2457 return tmp;
2636 2458
2637 return NULL; 2459 return 0;
2638} 2460}
2639 2461
2640/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL. 2463 * otherwise return NULL.
2642 * 2464 *
2644 * do the desired thing. 2466 * do the desired thing.
2645 */ 2467 */
2646key_value * 2468key_value *
2647get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2648{ 2470{
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2652 if (link->key == key) 2472 if (link->key == key)
2653 return link; 2473 return link;
2654 2474
2655 return NULL; 2475 return 0;
2656} 2476}
2657 2477
2658/* 2478/*
2659 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2660 * 2480 *
2700 * Returns TRUE on success. 2520 * Returns TRUE on success.
2701 */ 2521 */
2702int 2522int
2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{ 2524{
2705 key_value *
2706 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2707 2526
2708 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2709 { 2528 {
2710 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2711 { 2530 {
2739 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2740 2559
2741 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2742 2561
2743 if (!add_key) 2562 if (!add_key)
2744 {
2745 return FALSE; 2563 return FALSE;
2746 } 2564
2747 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2751 * should pass in "" 2569 * should pass in ""
2800 } 2618 }
2801 else 2619 else
2802 item = item->env; 2620 item = item->env;
2803} 2621}
2804 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2805// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2806const char * 2653const char *
2807object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2808{ 2655{
2656 char flagdesc[512];
2809 char info2[256 * 3]; 2657 char info2[256 * 4];
2810 char *p = info; 2658 char *p = info;
2811 2659
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2813 count, 2661 count, uuid.seq,
2814 &name, 2662 &name,
2815 title ? " " : "", 2663 title ? "\",title:" : "",
2816 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2817 2666
2818 if (env) 2667 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820 2669
2821 if (map) 2670 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2823 2672
2824 return info; 2673 return info;
2825} 2674}
2826 2675
2827const char * 2676const char *
2828object::debug_desc () const 2677object::debug_desc () const
2829{ 2678{
2830 static char info[256 * 3]; 2679 static char info[256 * 4];
2831 return debug_desc (info); 2680 return debug_desc (info);
2832} 2681}
2833 2682

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