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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.90 by root, Tue Dec 26 10:14:24 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195 195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
381void 362char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 1);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
575 } 467 }
576 468
577 op->key_values = 0; 469 op->key_values = 0;
578} 470}
579 471
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 472/*
633 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
636 * 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,
637 * 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
638 * will point at garbage. 478 * will point at garbage.
639 */ 479 */
640void 480void
641copy_object (object *op2, object *op) 481object::copy_to (object *dst)
642{ 482{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 485
646 op2->clone (op); 486 *(object_copy *)dst = *this;
647 487
648 if (is_freed) 488 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
650 if (is_removed) 491 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
652 493
653 if (op2->speed < 0) 494 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 496
656 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
657 if (op2->key_values) 498 if (key_values)
658 { 499 {
659 key_value *tail = 0; 500 key_value *tail = 0;
660 key_value *i; 501 key_value *i;
661 502
662 op->key_values = 0; 503 dst->key_values = 0;
663 504
664 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
665 { 506 {
666 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
667 508
668 new_link->next = 0; 509 new_link->next = 0;
669 new_link->key = i->key; 510 new_link->key = i->key;
670 new_link->value = i->value; 511 new_link->value = i->value;
671 512
672 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
673 if (!op->key_values) 514 if (!dst->key_values)
674 { 515 {
675 op->key_values = new_link; 516 dst->key_values = new_link;
676 tail = new_link; 517 tail = new_link;
677 } 518 }
678 else 519 else
679 { 520 {
680 tail->next = new_link; 521 tail->next = new_link;
681 tail = new_link; 522 tail = new_link;
682 } 523 }
683 } 524 }
684 } 525 }
685 526
686 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;
687} 536}
688 537
689/* 538/*
690 * 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
691 * 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
705 * 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
706 * 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.
707 * 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.
708 */ 557 */
709void 558void
710update_ob_speed (object *op) 559object::set_speed (float speed)
711{ 560{
712 extern int arch_init; 561 extern int arch_init;
713 562
714 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated. 564 * since they never really need to be updated.
716 */ 565 */
717 566 if (flag [FLAG_FREED] && speed)
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 567 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 569 speed = 0;
725#endif
726 } 570 }
571
572 this->speed = speed;
727 573
728 if (arch_init) 574 if (arch_init)
729 return; 575 return;
730 576
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
732 { 578 {
733 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
735 return; 581 return;
736 582
737 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
738 * of the list. */ 584 * of the list. */
739 op->active_next = active_objects; 585 active_next = active_objects;
740 586
741 if (op->active_next != NULL) 587 if (active_next)
742 op->active_next->active_prev = op; 588 active_next->active_prev = this;
743 589
744 active_objects = op; 590 active_objects = this;
745 } 591 }
746 else 592 else
747 { 593 {
748 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
750 return; 596 return;
751 597
752 if (op->active_prev == NULL) 598 if (!active_prev)
753 { 599 {
754 active_objects = op->active_next; 600 active_objects = active_next;
755 601
756 if (op->active_next != NULL) 602 if (active_next)
757 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
758 } 604 }
759 else 605 else
760 { 606 {
761 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
762 608
763 if (op->active_next) 609 if (active_next)
764 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
765 } 611 }
766 612
767 op->active_next = NULL; 613 active_next = 0;
768 op->active_prev = NULL; 614 active_prev = 0;
769 } 615 }
770} 616}
771 617
772/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
773 * objects. 619 * objects.
799 op->active_next = NULL; 645 op->active_next = NULL;
800 op->active_prev = NULL; 646 op->active_prev = NULL;
801} 647}
802 648
803/* 649/*
804 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 653 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
811 * 657 *
812 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 659 * current action are:
818 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
823 */ 665 */
824
825void 666void
826update_object (object *op, int action) 667update_object (object *op, int action)
827{ 668{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
830 670
831 if (op == NULL) 671 if (op == NULL)
832 { 672 {
833 /* this should never happen */ 673 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 675 return;
836 } 676 }
837 677
838 if (op->env != NULL) 678 if (op->env)
839 { 679 {
840 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
841 * to do in this case. 681 * to do in this case.
842 */ 682 */
843 return; 683 return;
848 */ 688 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 690 return;
851 691
852 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 694 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 696#ifdef MANY_CORES
857 abort (); 697 abort ();
858#endif 698#endif
859 return; 699 return;
860 } 700 }
861 701
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
869 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
870 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 719 * to have move_allow right now.
894 */ 720 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 723 m.flags_ = P_NEED_UPDATE;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 724 }
901 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 727 * that is being removed.
904 */ 728 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
907 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
909 else 733 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 735
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 736 if (op->more)
919 update_object (op->more, action); 737 update_object (op->more, action);
920} 738}
921 739
922static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
923static std::vector<object *, slice_allocator <object *> > freed; 741object *object::first;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940 742
941object::object () 743object::object ()
942{ 744{
943 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
944 746
945 expmul = 1.0; 747 expmul = 1.0;
946 face = blank_face; 748 face = blank_face;
947 attacked_by_count = -1;
948} 749}
949 750
950object::~object () 751object::~object ()
951{ 752{
952 free_key_values (this); 753 free_key_values (this);
953} 754}
954 755
955void object::link () 756void object::link ()
956{ 757{
957 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
958 760
959 prev = 0; 761 prev = 0;
960 next = objects; 762 next = object::first;
961 763
962 if (objects) 764 if (object::first)
963 objects->prev = this; 765 object::first->prev = this;
964 766
965 objects = this; 767 object::first = this;
966} 768}
967 769
968void object::unlink () 770void object::unlink ()
969{ 771{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects) 772 if (this == object::first)
974 objects = next; 773 object::first = next;
975 774
976 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
980 prev = 0; 779 prev = 0;
981 }
982
983 if (next)
984 {
985 next->prev = prev;
986 next = 0; 780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
804
805 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 }
987 } 819 }
988} 820}
989 821
990object *object::create () 822object *object::create ()
991{ 823{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 824 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 825 op->link ();
1006 return op; 826 return op;
1007} 827}
1008 828
1009/* 829void
1010 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 831{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
1022 return; 842 return;
1023 843
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 flag [FLAG_FREED] = 1;
1025 remove_friendly_object (this);
1026 845
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 846 attachable::do_destroy ();
1028 remove_ob (this);
1029 847
1030 SET_FLAG (this, FLAG_FREED); 848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
1031 873
1032 if (more) 874 if (more)
1033 { 875 {
1034 more->free (free_inventory); 876 more->destroy ();
1035 more = 0; 877 more = 0;
1036 } 878 }
1037 879
1038 if (inv) 880 // clear those pointers that likely might have circular references to us
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0; 881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
1081 884
1082 /* Remove object from the active list */ 885 // only relevant for players(?), but make sure of it anyways
1083 speed = 0; 886 contr = 0;
1084 update_ob_speed (this); 887}
1085 888
1086 unlink (); 889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
893 return;
1087 894
1088 mortals.push_back (this); 895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1089} 899}
1090 900
1091/* 901/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1094 */ 904 */
1095
1096void 905void
1097sub_weight (object *op, signed long weight) 906sub_weight (object *op, signed long weight)
1098{ 907{
1099 while (op != NULL) 908 while (op != NULL)
1100 { 909 {
1101 if (op->type == CONTAINER) 910 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 912
1105 op->carrying -= weight; 913 op->carrying -= weight;
1106 op = op->env; 914 op = op->env;
1107 } 915 }
1108} 916}
1109 917
1110/* remove_ob(op): 918/* op->remove ():
1111 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 923 * the previous environment.
1116 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1117 */ 925 */
1118
1119void 926void
1120remove_ob (object *op) 927object::remove ()
1121{ 928{
929 object *tmp, *last = 0;
1122 object * 930 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 931
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 933 return;
1141 934
1142 SET_FLAG (op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1143 937
1144 if (op->more != NULL) 938 if (more)
1145 remove_ob (op->more); 939 more->remove ();
1146 940
1147 /* 941 /*
1148 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1149 * inventory. 943 * inventory.
1150 */ 944 */
1151 if (op->env != NULL) 945 if (env)
1152 { 946 {
1153 if (op->nrof) 947 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 948 sub_weight (env, weight * nrof);
1155 else 949 else
1156 sub_weight (op->env, op->weight + op->carrying); 950 sub_weight (env, weight + carrying);
1157 951
1158 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 954 * to save cpu time.
1161 */ 955 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 957 otmp->update_stats ();
1164 958
1165 if (op->above != NULL) 959 if (above != NULL)
1166 op->above->below = op->below; 960 above->below = below;
1167 else 961 else
1168 op->env->inv = op->below; 962 env->inv = below;
1169 963
1170 if (op->below != NULL) 964 if (below != NULL)
1171 op->below->above = op->above; 965 below->above = above;
1172 966
1173 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1176 */ 970 */
1177 op->x = op->env->x, op->y = op->env->y; 971 x = env->x, y = env->y;
1178 op->map = op->env->map; 972 map = env->map;
1179 op->above = NULL, op->below = NULL; 973 above = 0, below = 0;
1180 op->env = NULL; 974 env = 0;
1181 } 975 }
1182 else if (op->map) 976 else if (map)
1183 { 977 {
1184 x = op->x;
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 }
1198
1199 if (op->map != m)
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1205 */ 980 */
1206 981
1207 /* link the object above us */ 982 /* link the object above us */
1208 if (op->above) 983 if (above)
1209 op->above->below = op->below; 984 above->below = below;
1210 else 985 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1212 987
1213 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1214 if (op->below) 989 if (below)
1215 op->below->above = op->above; 990 below->above = above;
1216 else 991 else
1217 { 992 {
1218 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1220 * evident 995 * evident
1221 */ 996 */
1222 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1223 { 998 {
1224 dump_object (op); 999 char *dump = dump_object (this);
1225 LOG (llevError, 1000 LOG (llevError,
1226 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1001 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1002 free (dump);
1227 dump_object (GET_MAP_OB (m, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1228 LOG (llevError, "%s\n", errmsg); 1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1229 } 1006 }
1230 1007
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1232 } 1009 }
1233 1010
1234 op->above = 0; 1011 above = 0;
1235 op->below = 0; 1012 below = 0;
1236 1013
1237 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1238 return; 1015 return;
1239 1016
1240 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1018
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1244 { 1020 {
1245 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1246 * being removed. 1022 * being removed.
1247 */ 1023 */
1248 1024
1249 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1250 { 1026 {
1251 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1253 * appropriately. 1029 * appropriately.
1254 */ 1030 */
1255 if (tmp->container == op) 1031 if (tmp->container == this)
1256 { 1032 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1034 tmp->container = 0;
1259 } 1035 }
1260 1036
1261 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1262 } 1039 }
1263 1040
1264 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1045 {
1267 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1268 1047
1269 if (was_destroyed (op, tag)) 1048 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 } 1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1273 } 1051 }
1274 1052
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1054
1277 if (tmp->above == tmp) 1055 if (tmp->above == tmp)
1278 tmp->above = NULL; 1056 tmp->above = 0;
1279 1057
1280 last = tmp; 1058 last = tmp;
1281 } 1059 }
1282 1060
1283 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL of there are no objects on this space */
1284 if (last == NULL) 1062 if (!last)
1285 { 1063 map->at (x, y).flags_ = P_NEED_UPDATE;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1064 else
1295 update_object (last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1296 1066
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1068 update_all_los (map, x, y);
1299 } 1069 }
1300} 1070}
1301 1071
1302/* 1072/*
1303 * merge_ob(op,top): 1073 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1081merge_ob (object *op, object *top)
1312{ 1082{
1313 if (!op->nrof) 1083 if (!op->nrof)
1314 return 0; 1084 return 0;
1315 1085
1316 if (top == NULL) 1086 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1087 for (top = op; top && top->above; top = top->above)
1088 ;
1318 1089
1319 for (; top != NULL; top = top->below) 1090 for (; top; top = top->below)
1320 { 1091 {
1321 if (top == op) 1092 if (top == op)
1322 continue; 1093 continue;
1323 if (CAN_MERGE (op, top)) 1094
1095 if (object::can_merge (op, top))
1324 { 1096 {
1325 top->nrof += op->nrof; 1097 top->nrof += op->nrof;
1326 1098
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1100 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1101 op->destroy ();
1330 free_object (op);
1331 return top; 1102 return top;
1332 } 1103 }
1333 } 1104 }
1334 1105
1335 return NULL; 1106 return 0;
1336} 1107}
1337 1108
1338/* 1109/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1110 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1340 * job preparing multi-part monsters 1111 * job preparing multi-part monsters
1341 */ 1112 */
1342object * 1113object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1114insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1115{
1345 object *tmp; 1116 object *tmp;
1346 1117
1347 if (op->head) 1118 if (op->head)
1348 op = op->head; 1119 op = op->head;
1374 * Return value: 1145 * Return value:
1375 * new object if 'op' was merged with other object 1146 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1147 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1148 * just 'op' otherwise
1378 */ 1149 */
1379
1380object * 1150object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1152{
1383 object *tmp, *top, *floor = NULL; 1153 object *tmp, *top, *floor = NULL;
1384 sint16 x, y; 1154 sint16 x, y;
1385 1155
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1156 if (QUERY_FLAG (op, FLAG_FREED))
1389 return NULL; 1159 return NULL;
1390 } 1160 }
1391 1161
1392 if (m == NULL) 1162 if (m == NULL)
1393 { 1163 {
1394 dump_object (op); 1164 char *dump = dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1165 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1166 free (dump);
1396 return op; 1167 return op;
1397 } 1168 }
1398 1169
1399 if (out_of_map (m, op->x, op->y)) 1170 if (out_of_map (m, op->x, op->y))
1400 { 1171 {
1401 dump_object (op); 1172 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1173 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1174#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1175 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1176 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1177 * improperly inserted.
1407 */ 1178 */
1408 abort (); 1179 abort ();
1409#endif 1180#endif
1181 free (dump);
1410 return op; 1182 return op;
1411 } 1183 }
1412 1184
1413 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1185 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 { 1186 {
1415 dump_object (op); 1187 char *dump = dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1189 free (dump);
1417 return op; 1190 return op;
1418 } 1191 }
1419 1192
1420 if (op->more != NULL) 1193 if (op->more)
1421 { 1194 {
1422 /* The part may be on a different map. */ 1195 /* The part may be on a different map. */
1423 1196
1424 object *more = op->more; 1197 object *more = op->more;
1425 1198
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 { 1215 {
1443 if (!op->head) 1216 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1217 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445 1218
1446 return NULL; 1219 return 0;
1447 } 1220 }
1448 } 1221 }
1449 1222
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1223 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1224
1459 1232
1460 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1461 */ 1234 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1237 if (object::can_merge (op, tmp))
1465 { 1238 {
1466 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1240 tmp->destroy ();
1468 free_object (tmp);
1469 } 1241 }
1470 1242
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1245
1486 op->below = originator->below; 1258 op->below = originator->below;
1487 1259
1488 if (op->below) 1260 if (op->below)
1489 op->below->above = op; 1261 op->below->above = op;
1490 else 1262 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1263 op->ms ().bot = op;
1492 1264
1493 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1494 originator->below = op; 1266 originator->below = op;
1495 } 1267 }
1496 else 1268 else
1542 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1316 * stacking is a bit odd.
1545 */ 1317 */
1546 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP) &&
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1548 { 1320 {
1549 for (last = top; last != floor; last = last->below) 1321 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1323 break;
1552 /* Check to see if we found the object that blocks view, 1324 /* Check to see if we found the object that blocks view,
1575 1347
1576 if (op->above) 1348 if (op->above)
1577 op->above->below = op; 1349 op->above->below = op;
1578 1350
1579 op->below = NULL; 1351 op->below = NULL;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1352 op->ms ().bot = op;
1581 } 1353 }
1582 else 1354 else
1583 { /* get inserted into the stack above top */ 1355 { /* get inserted into the stack above top */
1584 op->above = top->above; 1356 op->above = top->above;
1585 1357
1589 op->below = top; 1361 op->below = top;
1590 top->above = op; 1362 top->above = op;
1591 } 1363 }
1592 1364
1593 if (op->above == NULL) 1365 if (op->above == NULL)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1366 op->ms ().top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1367 } /* else not INS_BELOW_ORIGINATOR */
1596 1368
1597 if (op->type == PLAYER) 1369 if (op->type == PLAYER)
1598 op->contr->do_los = 1; 1370 op->contr->do_los = 1;
1599 1371
1600 /* If we have a floor, we know the player, if any, will be above 1372 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1373 * it, so save a few ticks and start from there.
1602 */ 1374 */
1603 if (!(flag & INS_MAP_LOAD)) 1375 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1376 if (object *pl = op->ms ().player ())
1605 if (tmp->type == PLAYER) 1377 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1378 pl->contr->ns->floorbox_update ();
1607 1379
1608 /* If this object glows, it may affect lighting conditions that are 1380 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1381 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1382 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1383 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1384 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1385 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1386 * or just updating the P_NEED_UPDATE for spaces within this area
1615 * of effect may be sufficient. 1387 * of effect may be sufficient.
1616 */ 1388 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1389 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1390 update_all_los (op->map, op->x, op->y);
1619 1391
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1392 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1393 update_object (op, UP_OBJ_INSERT);
1622 1394
1395 INVOKE_OBJECT (INSERT, op);
1396
1623 /* Don't know if moving this to the end will break anything. However, 1397 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1398 * we want to have floorbox_update called before calling this.
1625 * 1399 *
1626 * check_move_on() must be after this because code called from 1400 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1401 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1402 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1403 * update_object().
1631 1405
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1406 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1407 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 { 1408 {
1635 if (check_move_on (op, originator)) 1409 if (check_move_on (op, originator))
1636 return NULL; 1410 return 0;
1637 1411
1638 /* If we are a multi part object, lets work our way through the check 1412 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1413 * walk on's.
1640 */ 1414 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1415 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1416 if (check_move_on (tmp, originator))
1643 return NULL; 1417 return 0;
1644 } 1418 }
1645 1419
1646 return op; 1420 return op;
1647} 1421}
1648 1422
1649/* this function inserts an object in the map, but if it 1423/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1424 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1425 * op is the object to insert it under: supplies x and the map.
1652 */ 1426 */
1653void 1427void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1428replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1429{
1656 object * 1430 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1431
1661 /* first search for itself and remove any old instances */ 1432 /* first search for itself and remove any old instances */
1662 1433
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 { 1436 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1437
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1438 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1439
1674 tmp1->x = op->x; 1440 tmp1->x = op->x;
1675 tmp1->y = op->y; 1441 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1442 insert_ob_in_map (tmp1, op->map, op, 0);
1677} 1443}
1685 */ 1451 */
1686 1452
1687object * 1453object *
1688get_split_ob (object *orig_ob, uint32 nr) 1454get_split_ob (object *orig_ob, uint32 nr)
1689{ 1455{
1690 object * 1456 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1458
1695 if (orig_ob->nrof < nr) 1459 if (orig_ob->nrof < nr)
1696 { 1460 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1461 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1462 return NULL;
1699 } 1463 }
1700 1464
1701 newob = object_create_clone (orig_ob); 1465 newob = object_create_clone (orig_ob);
1702 1466
1703 if ((orig_ob->nrof -= nr) < 1) 1467 if ((orig_ob->nrof -= nr) < 1)
1704 { 1468 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1469 else if (!is_removed)
1710 { 1470 {
1711 if (orig_ob->env != NULL) 1471 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1472 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1473 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1733 1493
1734object * 1494object *
1735decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1736{ 1496{
1737 object *tmp; 1497 object *tmp;
1738 player *pl;
1739 1498
1740 if (i == 0) /* objects with op->nrof require this check */ 1499 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1500 return op;
1742 1501
1743 if (i > op->nrof) 1502 if (i > op->nrof)
1744 i = op->nrof; 1503 i = op->nrof;
1745 1504
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1506 op->nrof -= i;
1748 else if (op->env != NULL) 1507 else if (op->env)
1749 { 1508 {
1750 /* is this object in the players inventory, or sub container 1509 /* is this object in the players inventory, or sub container
1751 * therein? 1510 * therein?
1752 */ 1511 */
1753 tmp = is_player_inv (op->env); 1512 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1513 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1514 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1515 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1516 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1517 * and then searching the map for a player.
1759 */ 1518 */
1760 if (!tmp) 1519 if (!tmp)
1761 { 1520 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1764 break; 1524 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1525 }
1770 1526
1771 if (i < op->nrof) 1527 if (i < op->nrof)
1772 { 1528 {
1773 sub_weight (op->env, op->weight * i); 1529 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1530 op->nrof -= i;
1775 if (tmp) 1531 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1532 esrv_send_item (tmp, op);
1778 }
1779 } 1533 }
1780 else 1534 else
1781 { 1535 {
1782 remove_ob (op); 1536 op->remove ();
1783 op->nrof = 0; 1537 op->nrof = 0;
1784 if (tmp) 1538 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1539 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1540 }
1789 } 1541 }
1790 else 1542 else
1791 { 1543 {
1792 object *above = op->above; 1544 object *above = op->above;
1793 1545
1794 if (i < op->nrof) 1546 if (i < op->nrof)
1795 op->nrof -= i; 1547 op->nrof -= i;
1796 else 1548 else
1797 { 1549 {
1798 remove_ob (op); 1550 op->remove ();
1799 op->nrof = 0; 1551 op->nrof = 0;
1800 } 1552 }
1801 1553
1802 /* Since we just removed op, op->above is null */ 1554 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1555 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1805 { 1557 {
1806 if (op->nrof) 1558 if (op->nrof)
1807 esrv_send_item (tmp, op); 1559 esrv_send_item (tmp, op);
1808 else 1560 else
1812 1564
1813 if (op->nrof) 1565 if (op->nrof)
1814 return op; 1566 return op;
1815 else 1567 else
1816 { 1568 {
1817 free_object (op); 1569 op->destroy ();
1818 return NULL; 1570 return 0;
1819 } 1571 }
1820} 1572}
1821 1573
1822/* 1574/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1835 op->carrying += weight; 1587 op->carrying += weight;
1836 op = op->env; 1588 op = op->env;
1837 } 1589 }
1838} 1590}
1839 1591
1592object *
1593insert_ob_in_ob (object *op, object *where)
1594{
1595 if (!where)
1596 {
1597 char *dump = dump_object (op);
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump);
1600 return op;
1601 }
1602
1603 if (where->head)
1604 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head;
1607 }
1608
1609 return where->insert (op);
1610}
1611
1840/* 1612/*
1841 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1842 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1843 * inside the object environment. 1615 * inside the object environment.
1844 * 1616 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1852 */ 1619 */
1853 1620
1854object * 1621object *
1855insert_ob_in_ob (object *op, object *where) 1622object::insert (object *op)
1856{ 1623{
1857 object * 1624 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1625
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1626 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1627 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1628
1881 if (op->more) 1629 if (op->more)
1882 { 1630 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1632 return op;
1886 1634
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1637 if (op->nrof)
1890 { 1638 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1639 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1640 if (object::can_merge (tmp, op))
1893 { 1641 {
1894 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1643 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1645 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1646 * tmp->nrof, we need to increase the weight.
1899 */ 1647 */
1900 add_weight (where, op->weight * op->nrof); 1648 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1649 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1650 op->destroy (); /* free the inserted object */
1903 op = tmp; 1651 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1652 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1653 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1654 break;
1907 } 1655 }
1908 1656
1909 /* I assume combined objects have no inventory 1657 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1658 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1659 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1660 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1661 * the linking below
1914 */ 1662 */
1915 add_weight (where, op->weight * op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1916 } 1664 }
1917 else 1665 else
1918 add_weight (where, (op->weight + op->carrying)); 1666 add_weight (this, (op->weight + op->carrying));
1919 1667
1920 otmp = is_player_inv (where); 1668 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1669 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1670 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1671 otmp->update_stats ();
1925 }
1926 1672
1927 op->map = NULL; 1673 op->map = 0;
1928 op->env = where; 1674 op->env = this;
1929 op->above = NULL; 1675 op->above = 0;
1930 op->below = NULL; 1676 op->below = 0;
1931 op->x = 0, op->y = 0; 1677 op->x = 0, op->y = 0;
1932 1678
1933 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1680 if ((op->glow_radius != 0) && map)
1935 { 1681 {
1936#ifdef DEBUG_LIGHTS 1682#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1683 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1684#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1685 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1686 update_all_los (map, x, y);
1941 } 1687 }
1942 1688
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1689 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1690 * It sure simplifies this function...
1945 */ 1691 */
1946 if (where->inv == NULL) 1692 if (!inv)
1947 where->inv = op; 1693 inv = op;
1948 else 1694 else
1949 { 1695 {
1950 op->below = where->inv; 1696 op->below = inv;
1951 op->below->above = op; 1697 op->below->above = op;
1952 where->inv = op; 1698 inv = op;
1953 } 1699 }
1700
1701 INVOKE_OBJECT (INSERT, this);
1702
1954 return op; 1703 return op;
1955} 1704}
1956 1705
1957/* 1706/*
1958 * Checks if any objects has a move_type that matches objects 1707 * Checks if any objects has a move_type that matches objects
1976 */ 1725 */
1977 1726
1978int 1727int
1979check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1980{ 1729{
1981 object * 1730 object *tmp;
1982 tmp; 1731 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1989 1733
1990 MoveType 1734 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1735
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1737 return 0;
1997
1998 tag = op->count;
1999 1738
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1742
2019 1758
2020 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
2022 */ 1761 */
2023 1762
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2025 { 1764 {
2026 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1767 * we don't need to check all of them.
2029 */ 1768 */
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1805 {
2067 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
2068 1807
2069 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
2070 return 1; 1809 return 1;
2071 1810
2072 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2084/* 1823/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2088 */ 1827 */
2089
2090object * 1828object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1830{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2097 { 1832 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1834 return NULL;
2100 } 1835 }
1836
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2102 if (tmp->arch == at) 1838 if (tmp->arch == at)
2103 return tmp; 1839 return tmp;
1840
2104 return NULL; 1841 return NULL;
2105} 1842}
2106 1843
2107/* 1844/*
2108 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2111 */ 1848 */
2112
2113object * 1849object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2115{ 1851{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2120 { 1853 {
2121 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1855 return NULL;
2123 } 1856 }
1857
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if (tmp->type == type) 1859 if (tmp->type == type)
2126 return tmp; 1860 return tmp;
1861
2127 return NULL; 1862 return NULL;
2128} 1863}
2129 1864
2130/* 1865/*
2131 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2134 */ 1869 */
2135
2136object * 1870object *
2137present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2138{ 1872{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1874 if (tmp->type == type)
2144 return tmp; 1875 return tmp;
1876
2145 return NULL; 1877 return NULL;
2146} 1878}
2147 1879
2148/* 1880/*
2149 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1892 * to be unique.
2161 */ 1893 */
2162
2163object * 1894object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1896{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1899 return tmp;
2173 } 1900
2174 return NULL; 1901 return 0;
2175} 1902}
2176 1903
2177/* 1904/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2181 */ 1908 */
2182
2183object * 1909object *
2184present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2185{ 1911{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1913 if (tmp->arch == at)
2191 return tmp; 1914 return tmp;
1915
2192 return NULL; 1916 return NULL;
2193} 1917}
2194 1918
2195/* 1919/*
2196 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2197 */ 1921 */
2198void 1922void
2199flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2200{ 1924{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1925 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1927 {
2207 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2209 } 1930 }
2210} /* 1931}
1932
1933/*
2211 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2212 */ 1935 */
2213void 1936void
2214unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2215{ 1938{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1939 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1941 {
2222 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2224 } 1944 }
2225} 1945}
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2232 */ 1952 */
2233
2234void 1953void
2235set_cheat (object *op) 1954set_cheat (object *op)
2236{ 1955{
2237 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1979 * customized, changed states, etc.
2261 */ 1980 */
2262
2263int 1981int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 1983{
2266 int
2267 i,
2268 index = 0, flag; 1984 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2271 1986
2272 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2273 { 1988 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 1990 if (!flag)
2276 altern[index++] = i; 1991 altern [index++] = i;
2277 1992
2278 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2285 */ 2000 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 2002 stop = maxfree[i];
2288 } 2003 }
2004
2289 if (!index) 2005 if (!index)
2290 return -1; 2006 return -1;
2007
2291 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2292} 2009}
2293 2010
2294/* 2011/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2016 */
2300
2301int 2017int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2019{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2022 return i;
2311 } 2023
2312 return -1; 2024 return -1;
2313} 2025}
2314 2026
2315/* 2027/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2031 */
2319static void 2032static void
2320permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2321{ 2034{
2322 int 2035 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2036 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2037
2333 tmp = arr[i]; 2038 while (--end)
2334 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2040}
2338 2041
2339/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2048 */
2346void 2049void
2347get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2348{ 2051{
2349 int 2052 int i;
2350 i;
2351 2053
2352 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2055 search_arr[i] = i;
2355 }
2356 2056
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2060}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2072 * there is capable of.
2373 */ 2073 */
2374
2375int 2074int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2076{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2381 2078
2382 sint16 nx, ny; 2079 sint16 nx, ny;
2383 object * 2080 object *tmp;
2384 tmp; 2081 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2082
2388 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2389 2084
2390 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2391 { 2086 {
2403 mp = m; 2098 mp = m;
2404 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2406 2101
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2408 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2105 max = maxfree[i];
2411 }
2412 else 2106 else
2413 { 2107 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2415 2111
2416 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2113 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2421 { 2115 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break; 2119 break;
2427 } 2120
2428 }
2429 if (tmp) 2121 if (tmp)
2430 {
2431 return freedir[i]; 2122 return freedir[i];
2432 }
2433 } 2123 }
2434 } 2124 }
2435 } 2125 }
2126
2436 return 0; 2127 return 0;
2437} 2128}
2438 2129
2439/* 2130/*
2440 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2132 * distance between the two given objects.
2442 */ 2133 */
2443
2444int 2134int
2445distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2446{ 2136{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2138}
2453 2139
2454/* 2140/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2458 */ 2144 */
2459
2460int 2145int
2461find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2462{ 2147{
2463 int 2148 int q;
2464 q;
2465 2149
2466 if (y) 2150 if (y)
2467 q = x * 100 / y; 2151 q = x * 100 / y;
2468 else if (x) 2152 else if (x)
2469 q = -300 * x; 2153 q = -300 * x;
2504int 2188int
2505absdir (int d) 2189absdir (int d)
2506{ 2190{
2507 while (d < 1) 2191 while (d < 1)
2508 d += 8; 2192 d += 8;
2193
2509 while (d > 8) 2194 while (d > 8)
2510 d -= 8; 2195 d -= 8;
2196
2511 return d; 2197 return d;
2512} 2198}
2513 2199
2514/* 2200/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2517 */ 2203 */
2518 2204
2519int 2205int
2520dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2521{ 2207{
2522 int 2208 int d;
2523 d;
2524 2209
2525 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2526 if (d > 4) 2211 if (d > 4)
2527 d = 8 - d; 2212 d = 8 - d;
2213
2528 return d; 2214 return d;
2529} 2215}
2530 2216
2531/* peterm: 2217/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2224 * functions.
2539 */ 2225 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2281 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2599 */ 2283 */
2600
2601
2602int 2284int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2286{
2605 sint16 dx, dy; 2287 sint16 dx, dy;
2606 int
2607 mflags; 2288 int mflags;
2608 2289
2609 if (dir < 0) 2290 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2611 2292
2612 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2625 return 0; 2306 return 0;
2626 2307
2627 /* yes, can see. */ 2308 /* yes, can see. */
2628 if (dir < 9) 2309 if (dir < 9)
2629 return 1; 2310 return 1;
2311
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2315}
2633
2634
2635 2316
2636/* 2317/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2334}
2654 2335
2655
2656/* 2336/*
2657 * create clone from object to another 2337 * create clone from object to another
2658 */ 2338 */
2659object * 2339object *
2660object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2661{ 2341{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2343
2665 if (!asrc) 2344 if (!asrc)
2666 return NULL; 2345 return 0;
2346
2667 src = asrc; 2347 src = asrc;
2668 if (src->head) 2348 if (src->head)
2669 src = src->head; 2349 src = src->head;
2670 2350
2671 prev = NULL; 2351 prev = 0;
2672 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2673 { 2353 {
2674 tmp = get_object (); 2354 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2355 tmp->x -= src->x;
2677 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2678 if (!part->head) 2358 if (!part->head)
2679 { 2359 {
2680 dst = tmp; 2360 dst = tmp;
2681 tmp->head = NULL; 2361 tmp->head = 0;
2682 } 2362 }
2683 else 2363 else
2684 {
2685 tmp->head = dst; 2364 tmp->head = dst;
2686 } 2365
2687 tmp->more = NULL; 2366 tmp->more = 0;
2367
2688 if (prev) 2368 if (prev)
2689 prev->more = tmp; 2369 prev->more = tmp;
2370
2690 prev = tmp; 2371 prev = tmp;
2691 } 2372 }
2692 2373
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2376
2699 return dst; 2377 return dst;
2700} 2378}
2701 2379
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2386object *
2724load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2725{ 2388{
2726 object * 2389 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2730 2391
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2393
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2735 2395
2736 if (tempfile == NULL) 2396 if (tempfile == NULL)
2737 { 2397 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2399 return NULL;
2740 }; 2400 }
2401
2741 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2403 fclose (tempfile);
2743 2404
2744 op = get_object (); 2405 op = object::create ();
2745 2406
2746 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2747 2408
2748 if (thawer) 2409 if (thawer)
2749 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2759 * returns NULL if no match. 2420 * returns NULL if no match.
2760 */ 2421 */
2761object * 2422object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2424{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2427 return tmp;
2770 2428
2771 return NULL; 2429 return 0;
2772} 2430}
2773 2431
2774/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2433 * otherwise return NULL.
2776 * 2434 *
2778 * do the desired thing. 2436 * do the desired thing.
2779 */ 2437 */
2780key_value * 2438key_value *
2781get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2782{ 2440{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2442 if (link->key == key)
2789 {
2790 return link; 2443 return link;
2791 }
2792 }
2793 2444
2794 return NULL; 2445 return 0;
2795} 2446}
2796 2447
2797/* 2448/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2450 *
2839 * Returns TRUE on success. 2490 * Returns TRUE on success.
2840 */ 2491 */
2841int 2492int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2494{
2844 key_value *
2845 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2846 2496
2847 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2498 {
2849 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2850 { 2500 {
2878 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2879 2529
2880 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2881 2531
2882 if (!add_key) 2532 if (!add_key)
2883 {
2884 return FALSE; 2533 return FALSE;
2885 } 2534
2886 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2890 * should pass in "" 2539 * should pass in ""

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