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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.75 by root, Wed Dec 20 11:36:38 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 ()
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->flags ^ ob2->flags).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, 3);
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.
612 504
613 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
614 506
615 expmul = 1.0; 507 expmul = 1.0;
616 face = blank_face; 508 face = blank_face;
617 attacked_by_count = -1;
618 509
619 if (settings.casting_time) 510 if (settings.casting_time)
620 casting_time = -1; 511 casting_time = -1;
621} 512}
622 513
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/* 514/*
633 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * 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 519 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 520 * will point at garbage.
639 */ 521 */
640void 522void
641copy_object (object *op2, object *op) 523object::copy_to (object *dst)
642{ 524{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 527
646 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
647 533
648 if (is_freed) 534 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 535 SET_FLAG (dst, FLAG_FREED);
536
650 if (is_removed) 537 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 538 SET_FLAG (dst, FLAG_REMOVED);
652 539
653 if (op2->speed < 0) 540 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 542
656 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
657 if (op2->key_values) 544 if (key_values)
658 { 545 {
659 key_value *tail = 0; 546 key_value *tail = 0;
660 key_value *i; 547 key_value *i;
661 548
662 op->key_values = 0; 549 dst->key_values = 0;
663 550
664 for (i = op2->key_values; i; i = i->next) 551 for (i = key_values; i; i = i->next)
665 { 552 {
666 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
667 554
668 new_link->next = 0; 555 new_link->next = 0;
669 new_link->key = i->key; 556 new_link->key = i->key;
670 new_link->value = i->value; 557 new_link->value = i->value;
671 558
672 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
673 if (!op->key_values) 560 if (!dst->key_values)
674 { 561 {
675 op->key_values = new_link; 562 dst->key_values = new_link;
676 tail = new_link; 563 tail = new_link;
677 } 564 }
678 else 565 else
679 { 566 {
680 tail->next = new_link; 567 tail->next = new_link;
681 tail = new_link; 568 tail = new_link;
682 } 569 }
683 } 570 }
684 } 571 }
685 572
686 update_ob_speed (op); 573 update_ob_speed (dst);
574}
575
576object *
577object::clone ()
578{
579 object *neu = create ();
580 copy_to (neu);
581 return neu;
687} 582}
688 583
689/* 584/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * 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 586 * to the closest player being on the other side, this function can
799 op->active_next = NULL; 694 op->active_next = NULL;
800 op->active_prev = NULL; 695 op->active_prev = NULL;
801} 696}
802 697
803/* 698/*
804 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 702 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 703 * 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 704 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
811 * 706 *
812 * action is a hint of what the caller believes need to be done. 707 * 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: 708 * current action are:
818 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * 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. 712 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
823 */ 714 */
824
825void 715void
826update_object (object *op, int action) 716update_object (object *op, int action)
827{ 717{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
830 719
831 if (op == NULL) 720 if (op == NULL)
832 { 721 {
833 /* this should never happen */ 722 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 724 return;
836 } 725 }
837 726
838 if (op->env != NULL) 727 if (op->env)
839 { 728 {
840 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
841 * to do in this case. 730 * to do in this case.
842 */ 731 */
843 return; 732 return;
857 abort (); 746 abort ();
858#endif 747#endif
859 return; 748 return;
860 } 749 }
861 750
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 751 mapspace &m = op->map->at (op->x, op->y);
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);
868 752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
869 if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
870 { 756 {
757 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 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)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (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) 764 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 765 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 766 || (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 767 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 768 * to have move_allow right now.
894 */ 769 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 772 m.flags_ = P_NEED_UPDATE;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 773 }
901 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 776 * that is being removed.
904 */ 777 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 779 m.flags_ = P_NEED_UPDATE;
907 else if (action == UP_OBJ_FACE) 780 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 781 /* Nothing to do for that case */ ;
909 else 782 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 784
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) 785 if (op->more)
919 update_object (op->more, action); 786 update_object (op->more, action);
920} 787}
921 788
922static unordered_vector<object *> mortals; 789object::vector object::mortals;
923static std::vector<object *, slice_allocator <object *> > freed; 790object::vector object::objects; // not yet used
791object *object::first;
924 792
925void object::free_mortals () 793void object::free_mortals ()
926{ 794{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();) 795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
928 if ((*i)->refcnt) 796 if ((*i)->refcnt)
929 ++i; // further delay freeing 797 ++i; // further delay freeing
930 else 798 else
931 { 799 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i; 800 delete *i;
935 mortals.erase (i); 801 mortals.erase (i);
936 } 802 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940} 803}
941 804
942object::object () 805object::object ()
943{ 806{
944 SET_FLAG (this, FLAG_REMOVED); 807 SET_FLAG (this, FLAG_REMOVED);
945 808
946 expmul = 1.0; 809 expmul = 1.0;
947 face = blank_face; 810 face = blank_face;
948 attacked_by_count = -1;
949} 811}
950 812
951object::~object () 813object::~object ()
952{ 814{
953 free_key_values (this); 815 free_key_values (this);
957{ 819{
958 count = ++ob_count; 820 count = ++ob_count;
959 uuid = gen_uuid (); 821 uuid = gen_uuid ();
960 822
961 prev = 0; 823 prev = 0;
962 next = objects; 824 next = object::first;
963 825
964 if (objects) 826 if (object::first)
965 objects->prev = this; 827 object::first->prev = this;
966 828
967 objects = this; 829 object::first = this;
968} 830}
969 831
970void object::unlink () 832void object::unlink ()
971{ 833{
972 //count = 0;//D
973 if (!prev && !next) return;//D
974
975 if (this == objects) 834 if (this == object::first)
976 objects = next; 835 object::first = next;
977 836
978 /* Remove this object from the list of used objects */ 837 /* Remove this object from the list of used objects */
979 if (prev) prev->next = next; 838 if (prev) prev->next = next;
980 if (next) next->prev = prev; 839 if (next) next->prev = prev;
981 840
983 next = 0; 842 next = 0;
984} 843}
985 844
986object *object::create () 845object *object::create ()
987{ 846{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 847 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 848 op->link ();
1002 return op; 849 return op;
1003} 850}
1004 851
1005/* 852/*
1007 * it from the list of used objects, and puts it on the list of 854 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
1010 * this function to succeed. 857 * this function to succeed.
1011 * 858 *
1012 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground. 860 * inventory to the ground.
1014 */ 861 */
1015void object::free (bool free_inventory) 862void object::destroy (bool destroy_inventory)
1016{ 863{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 864 if (QUERY_FLAG (this, FLAG_FREED))
1018 return; 865 return;
1019 866
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1021 remove_friendly_object (this); 868 remove_friendly_object (this);
1022 869
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
1024 remove_ob (this); 871 remove ();
1025 872
1026 SET_FLAG (this, FLAG_FREED); 873 SET_FLAG (this, FLAG_FREED);
1027 874
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more) 875 if (more)
1031 { 876 {
1032 more->free (free_inventory); 877 more->destroy (destroy_inventory);
1033 more = 0; 878 more = 0;
1034 } 879 }
1035 880
1036 if (inv) 881 if (inv)
1037 { 882 {
1038 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects 884 * if some form of movement is allowed, let objects
1040 * drop on that space. 885 * drop on that space.
1041 */ 886 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 { 888 {
1044 object *op = inv; 889 object *op = inv;
1045 890
1046 while (op) 891 while (op)
1047 { 892 {
1048 object *tmp = op->below; 893 object *tmp = op->below;
1049 op->free (free_inventory); 894 op->destroy (destroy_inventory);
1050 op = tmp; 895 op = tmp;
1051 } 896 }
1052 } 897 }
1053 else 898 else
1054 { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
1056 901
1057 while (op) 902 while (op)
1058 { 903 {
1059 object *tmp = op->below; 904 object *tmp = op->below;
1060 905
1061 remove_ob (op); 906 op->remove ();
1062 907
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op); 910 op->destroy ();
1066 else 911 else
1067 { 912 {
1068 op->x = x; 913 op->x = x;
1069 op->y = y; 914 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 op = tmp; 918 op = tmp;
1074 } 919 }
1075 } 920 }
1076 } 921 }
1077 922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
1078 owner = 0; 944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
1079 950
1080 /* Remove object from the active list */ 951 /* Remove object from the active list */
1081 speed = 0; 952 speed = 0;
1082 update_ob_speed (this); 953 update_ob_speed (this);
1083 954
1088 959
1089/* 960/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
1092 */ 963 */
1093
1094void 964void
1095sub_weight (object *op, signed long weight) 965sub_weight (object *op, signed long weight)
1096{ 966{
1097 while (op != NULL) 967 while (op != NULL)
1098 { 968 {
1099 if (op->type == CONTAINER) 969 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 971
1103 op->carrying -= weight; 972 op->carrying -= weight;
1104 op = op->env; 973 op = op->env;
1105 } 974 }
1106} 975}
1107 976
1108/* remove_ob(op): 977/* op->remove ():
1109 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 982 * the previous environment.
1114 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1115 */ 984 */
1116
1117void 985void
1118remove_ob (object *op) 986object::remove ()
1119{ 987{
988 object *tmp, *last = 0;
1120 object * 989 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 990
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off; 991 int check_walk_off;
1130 mapstruct *
1131 m;
1132 992
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 994 return;
1139 995
1140 SET_FLAG (op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1141 997
1142 if (op->more != NULL) 998 if (more)
1143 remove_ob (op->more); 999 more->remove ();
1144 1000
1145 /* 1001 /*
1146 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1147 * inventory. 1003 * inventory.
1148 */ 1004 */
1149 if (op->env != NULL) 1005 if (env)
1150 { 1006 {
1151 if (op->nrof) 1007 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 1008 sub_weight (env, weight * nrof);
1153 else 1009 else
1154 sub_weight (op->env, op->weight + op->carrying); 1010 sub_weight (env, weight + carrying);
1155 1011
1156 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 1014 * to save cpu time.
1159 */ 1015 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 1017 fix_player (otmp);
1162 1018
1163 if (op->above != NULL) 1019 if (above != NULL)
1164 op->above->below = op->below; 1020 above->below = below;
1165 else 1021 else
1166 op->env->inv = op->below; 1022 env->inv = below;
1167 1023
1168 if (op->below != NULL) 1024 if (below != NULL)
1169 op->below->above = op->above; 1025 below->above = above;
1170 1026
1171 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1174 */ 1030 */
1175 op->x = op->env->x, op->y = op->env->y; 1031 x = env->x, y = env->y;
1176 op->map = op->env->map; 1032 map = env->map;
1177 op->above = NULL, op->below = NULL; 1033 above = 0, below = 0;
1178 op->env = NULL; 1034 env = 0;
1179 } 1035 }
1180 else if (op->map) 1036 else if (map)
1181 { 1037 {
1182 x = op->x;
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 }
1196
1197 if (op->map != m)
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had 1038 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about 1039 * lots of logic for things we no longer care about
1203 */ 1040 */
1204 1041
1205 /* link the object above us */ 1042 /* link the object above us */
1206 if (op->above) 1043 if (above)
1207 op->above->below = op->below; 1044 above->below = below;
1208 else 1045 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1046 map->at (x, y).top = below; /* we were top, set new top */
1210 1047
1211 /* Relink the object below us, if there is one */ 1048 /* Relink the object below us, if there is one */
1212 if (op->below) 1049 if (below)
1213 op->below->above = op->above; 1050 below->above = above;
1214 else 1051 else
1215 { 1052 {
1216 /* Nothing below, which means we need to relink map object for this space 1053 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 1054 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1055 * evident
1219 */ 1056 */
1220 if (GET_MAP_OB (m, x, y) != op) 1057 if (GET_MAP_OB (map, x, y) != this)
1221 { 1058 {
1222 dump_object (op); 1059 char *dump = dump_object (this);
1223 LOG (llevError, 1060 LOG (llevError,
1224 "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); 1061 "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);
1062 free (dump);
1225 dump_object (GET_MAP_OB (m, x, y)); 1063 dump = dump_object (GET_MAP_OB (map, x, y));
1226 LOG (llevError, "%s\n", errmsg); 1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1227 } 1066 }
1228 1067
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1068 map->at (x, y).bottom = above; /* goes on above it. */
1230 } 1069 }
1231 1070
1232 op->above = 0; 1071 above = 0;
1233 op->below = 0; 1072 below = 0;
1234 1073
1235 if (op->map->in_memory == MAP_SAVING) 1074 if (map->in_memory == MAP_SAVING)
1236 return; 1075 return;
1237 1076
1238 tag = op->count;
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1240 1078
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1242 { 1080 {
1243 /* No point updating the players look faces if he is the object 1081 /* No point updating the players look faces if he is the object
1244 * being removed. 1082 * being removed.
1245 */ 1083 */
1246 1084
1247 if (tmp->type == PLAYER && tmp != op) 1085 if (tmp->type == PLAYER && tmp != this)
1248 { 1086 {
1249 /* If a container that the player is currently using somehow gets 1087 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1088 * removed (most likely destroyed), update the player view
1251 * appropriately. 1089 * appropriately.
1252 */ 1090 */
1253 if (tmp->container == op) 1091 if (tmp->container == this)
1254 { 1092 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1256 tmp->container = NULL; 1094 tmp->container = 0;
1257 } 1095 }
1258 1096
1259 tmp->contr->socket.update_look = 1; 1097 tmp->contr->socket->floorbox_update ();
1260 } 1098 }
1261 1099
1262 /* See if player moving off should effect something */ 1100 /* See if player moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1104 {
1265 move_apply (tmp, op, NULL); 1105 move_apply (tmp, this, 0);
1266 1106
1267 if (was_destroyed (op, tag)) 1107 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1109 }
1272 1110
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1112
1275 if (tmp->above == tmp) 1113 if (tmp->above == tmp)
1276 tmp->above = NULL; 1114 tmp->above = 0;
1277 1115
1278 last = tmp; 1116 last = tmp;
1279 } 1117 }
1280 1118
1281 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1282 if (last == NULL) 1120 if (!last)
1283 { 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1122 else
1293 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1294 1124
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1297 } 1127 }
1298} 1128}
1299 1129
1300/* 1130/*
1301 * merge_ob(op,top): 1131 * merge_ob(op,top):
1316 1146
1317 for (; top != NULL; top = top->below) 1147 for (; top != NULL; top = top->below)
1318 { 1148 {
1319 if (top == op) 1149 if (top == op)
1320 continue; 1150 continue;
1321 if (CAN_MERGE (op, top)) 1151
1152 if (object::can_merge (op, top))
1322 { 1153 {
1323 top->nrof += op->nrof; 1154 top->nrof += op->nrof;
1324 1155
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1158 op->destroy ();
1328 free_object (op);
1329 return top; 1159 return top;
1330 } 1160 }
1331 } 1161 }
1332 1162
1333 return NULL; 1163 return 0;
1334} 1164}
1335 1165
1336/* 1166/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1339 */ 1169 */
1340object * 1170object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1172{
1343 object *tmp; 1173 object *tmp;
1344 1174
1345 if (op->head) 1175 if (op->head)
1346 op = op->head; 1176 op = op->head;
1374 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1205 * just 'op' otherwise
1376 */ 1206 */
1377 1207
1378object * 1208object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1210{
1381 object *tmp, *top, *floor = NULL; 1211 object *tmp, *top, *floor = NULL;
1382 sint16 x, y; 1212 sint16 x, y;
1383 1213
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1214 if (QUERY_FLAG (op, FLAG_FREED))
1387 return NULL; 1217 return NULL;
1388 } 1218 }
1389 1219
1390 if (m == NULL) 1220 if (m == NULL)
1391 { 1221 {
1392 dump_object (op); 1222 char *dump = dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1394 return op; 1225 return op;
1395 } 1226 }
1396 1227
1397 if (out_of_map (m, op->x, op->y)) 1228 if (out_of_map (m, op->x, op->y))
1398 { 1229 {
1399 dump_object (op); 1230 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1401#ifdef MANY_CORES 1232#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1235 * improperly inserted.
1405 */ 1236 */
1406 abort (); 1237 abort ();
1407#endif 1238#endif
1239 free (dump);
1408 return op; 1240 return op;
1409 } 1241 }
1410 1242
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 { 1244 {
1413 dump_object (op); 1245 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1415 return op; 1248 return op;
1416 } 1249 }
1417 1250
1418 if (op->more != NULL) 1251 if (op->more != NULL)
1419 { 1252 {
1457 1290
1458 /* this has to be done after we translate the coordinates. 1291 /* this has to be done after we translate the coordinates.
1459 */ 1292 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1293 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1295 if (object::can_merge (op, tmp))
1463 { 1296 {
1464 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1298 tmp->destroy ();
1466 free_object (tmp);
1467 } 1299 }
1468 1300
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1303
1484 op->below = originator->below; 1316 op->below = originator->below;
1485 1317
1486 if (op->below) 1318 if (op->below)
1487 op->below->above = op; 1319 op->below->above = op;
1488 else 1320 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1321 op->map->at (op->x, op->y).bottom = op;
1490 1322
1491 /* since *below* originator, no need to update top */ 1323 /* since *below* originator, no need to update top */
1492 originator->below = op; 1324 originator->below = op;
1493 } 1325 }
1494 else 1326 else
1540 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1374 * stacking is a bit odd.
1543 */ 1375 */
1544 if (!(flag & INS_ON_TOP) && 1376 if (!(flag & INS_ON_TOP) &&
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 { 1378 {
1547 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1381 break;
1550 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1573 1405
1574 if (op->above) 1406 if (op->above)
1575 op->above->below = op; 1407 op->above->below = op;
1576 1408
1577 op->below = NULL; 1409 op->below = NULL;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1410 op->map->at (op->x, op->y).bottom = op;
1579 } 1411 }
1580 else 1412 else
1581 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1582 op->above = top->above; 1414 op->above = top->above;
1583 1415
1587 op->below = top; 1419 op->below = top;
1588 top->above = op; 1420 top->above = op;
1589 } 1421 }
1590 1422
1591 if (op->above == NULL) 1423 if (op->above == NULL)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 op->map->at (op->x, op->y).top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1594 1426
1595 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1596 op->contr->do_los = 1; 1428 op->contr->do_los = 1;
1597 1429
1598 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1600 */ 1432 */
1601 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 if (object *pl = op->map->at (op->x, op->y).player ())
1603 if (tmp->type == PLAYER) 1435 pl->contr->socket->floorbox_update ();
1604 tmp->contr->socket.update_look = 1;
1605 1436
1606 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1617 1448
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1620 1451
1621 /* Don't know if moving this to the end will break anything. However, 1452 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1453 * we want to have floorbox_update called before calling this.
1623 * 1454 *
1624 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1458 * update_object().
1643 1474
1644 return op; 1475 return op;
1645} 1476}
1646 1477
1647/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1650 */ 1481 */
1651void 1482void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1484{
1654 object * 1485 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1486
1659 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1660 1488
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1491 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1492
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1494
1672 tmp1->x = op->x; 1495 tmp1->x = op->x;
1673 tmp1->y = op->y; 1496 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1675} 1498}
1683 */ 1506 */
1684 1507
1685object * 1508object *
1686get_split_ob (object *orig_ob, uint32 nr) 1509get_split_ob (object *orig_ob, uint32 nr)
1687{ 1510{
1688 object * 1511 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1513
1693 if (orig_ob->nrof < nr) 1514 if (orig_ob->nrof < nr)
1694 { 1515 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1517 return NULL;
1697 } 1518 }
1698 1519
1699 newob = object_create_clone (orig_ob); 1520 newob = object_create_clone (orig_ob);
1700 1521
1701 if ((orig_ob->nrof -= nr) < 1) 1522 if ((orig_ob->nrof -= nr) < 1)
1702 { 1523 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1524 else if (!is_removed)
1708 { 1525 {
1709 if (orig_ob->env != NULL) 1526 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1741 if (i > op->nrof) 1558 if (i > op->nrof)
1742 i = op->nrof; 1559 i = op->nrof;
1743 1560
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1562 op->nrof -= i;
1746 else if (op->env != NULL) 1563 else if (op->env)
1747 { 1564 {
1748 /* is this object in the players inventory, or sub container 1565 /* is this object in the players inventory, or sub container
1749 * therein? 1566 * therein?
1750 */ 1567 */
1751 tmp = is_player_inv (op->env); 1568 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1569 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1570 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1573 * and then searching the map for a player.
1757 */ 1574 */
1758 if (!tmp) 1575 if (!tmp)
1759 { 1576 {
1760 for (pl = first_player; pl; pl = pl->next) 1577 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1762 break; 1581 break;
1763 if (pl) 1582 }
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1583 }
1768 1584
1769 if (i < op->nrof) 1585 if (i < op->nrof)
1770 { 1586 {
1771 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1588 op->nrof -= i;
1773 if (tmp) 1589 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1776 }
1777 } 1591 }
1778 else 1592 else
1779 { 1593 {
1780 remove_ob (op); 1594 op->remove ();
1781 op->nrof = 0; 1595 op->nrof = 0;
1782 if (tmp) 1596 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1598 }
1787 } 1599 }
1788 else 1600 else
1789 { 1601 {
1790 object *above = op->above; 1602 object *above = op->above;
1791 1603
1792 if (i < op->nrof) 1604 if (i < op->nrof)
1793 op->nrof -= i; 1605 op->nrof -= i;
1794 else 1606 else
1795 { 1607 {
1796 remove_ob (op); 1608 op->remove ();
1797 op->nrof = 0; 1609 op->nrof = 0;
1798 } 1610 }
1799 1611
1800 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1803 { 1615 {
1804 if (op->nrof) 1616 if (op->nrof)
1805 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1806 else 1618 else
1810 1622
1811 if (op->nrof) 1623 if (op->nrof)
1812 return op; 1624 return op;
1813 else 1625 else
1814 { 1626 {
1815 free_object (op); 1627 op->destroy ();
1816 return NULL; 1628 return 0;
1817 } 1629 }
1818} 1630}
1819 1631
1820/* 1632/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1833 op->carrying += weight; 1645 op->carrying += weight;
1834 op = op->env; 1646 op = op->env;
1835 } 1647 }
1836} 1648}
1837 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1838/* 1670/*
1839 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1840 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1841 * inside the object environment. 1673 * inside the object environment.
1842 * 1674 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1675 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1850 */ 1677 */
1851 1678
1852object * 1679object *
1853insert_ob_in_ob (object *op, object *where) 1680object::insert (object *op)
1854{ 1681{
1855 object * 1682 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1683
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1685 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1686
1879 if (op->more) 1687 if (op->more)
1880 { 1688 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1690 return op;
1884 1692
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1695 if (op->nrof)
1888 { 1696 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1698 if (object::can_merge (tmp, op))
1891 { 1699 {
1892 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1701 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1897 */ 1705 */
1898 add_weight (where, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1901 op = tmp; 1709 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1712 break;
1905 } 1713 }
1906 1714
1907 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1719 * the linking below
1912 */ 1720 */
1913 add_weight (where, op->weight * op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1914 } 1722 }
1915 else 1723 else
1916 add_weight (where, (op->weight + op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1917 1725
1918 otmp = is_player_inv (where); 1726 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1727 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1729 fix_player (otmp);
1923 }
1924 1730
1925 op->map = NULL; 1731 op->map = 0;
1926 op->env = where; 1732 op->env = this;
1927 op->above = NULL; 1733 op->above = 0;
1928 op->below = NULL; 1734 op->below = 0;
1929 op->x = 0, op->y = 0; 1735 op->x = 0, op->y = 0;
1930 1736
1931 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1738 if ((op->glow_radius != 0) && map)
1933 { 1739 {
1934#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1743 if (MAP_DARKNESS (map))
1938 update_all_los (where->map, where->x, where->y); 1744 update_all_los (map, x, y);
1939 } 1745 }
1940 1746
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1748 * It sure simplifies this function...
1943 */ 1749 */
1944 if (where->inv == NULL) 1750 if (!inv)
1945 where->inv = op; 1751 inv = op;
1946 else 1752 else
1947 { 1753 {
1948 op->below = where->inv; 1754 op->below = inv;
1949 op->below->above = op; 1755 op->below->above = op;
1950 where->inv = op; 1756 inv = op;
1951 } 1757 }
1758
1952 return op; 1759 return op;
1953} 1760}
1954 1761
1955/* 1762/*
1956 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1974 */ 1781 */
1975 1782
1976int 1783int
1977check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1978{ 1785{
1979 object * 1786 object *tmp;
1980 tmp; 1787 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1788 int x = op->x, y = op->y;
1987 1789
1988 MoveType 1790 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1791
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1793 return 0;
1995
1996 tag = op->count;
1997 1794
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1798
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1861 {
2065 move_apply (tmp, op, originator); 1862 move_apply (tmp, op, originator);
2066 1863
2067 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
2068 return 1; 1865 return 1;
2069 1866
2070 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
2084 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2086 */ 1883 */
2087 1884
2088object * 1885object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1886present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1887{
2091 object * 1888 object *
2092 tmp; 1889 tmp;
2093 1890
2094 if (m == NULL || out_of_map (m, x, y)) 1891 if (m == NULL || out_of_map (m, x, y))
2107 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2109 */ 1906 */
2110 1907
2111object * 1908object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1909present (unsigned char type, maptile *m, int x, int y)
2113{ 1910{
2114 object * 1911 object *
2115 tmp; 1912 tmp;
2116 1913
2117 if (out_of_map (m, x, y)) 1914 if (out_of_map (m, x, y))
2257 * the archetype because that isn't correct if the monster has been 2054 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 2055 * customized, changed states, etc.
2259 */ 2056 */
2260 2057
2261int 2058int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 2060{
2264 int 2061 int
2265 i, 2062 i,
2266 index = 0, flag; 2063 index = 0, flag;
2267 static int 2064 static int
2279 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2283 */ 2080 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 2082 stop = maxfree[i];
2286 } 2083 }
2084
2287 if (!index) 2085 if (!index)
2288 return -1; 2086 return -1;
2087
2289 return altern[RANDOM () % index]; 2088 return altern[RANDOM () % index];
2290} 2089}
2291 2090
2292/* 2091/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2096 */
2298 2097
2299int 2098int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2100{
2302 int 2101 int
2303 i; 2102 i;
2304 2103
2305 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2369 * because we have to know what movement the thing looking to move 2168 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2169 * there is capable of.
2371 */ 2170 */
2372 2171
2373int 2172int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2173find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2174{
2376 int 2175 int
2377 i, 2176 i,
2378 max = SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2379 2178
2380 sint16 nx, ny; 2179 sint16 nx, ny;
2381 object * 2180 object *
2382 tmp; 2181 tmp;
2383 mapstruct * 2182 maptile *
2384 mp; 2183 mp;
2385 2184
2386 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2387 2186
2388 if (exclude && exclude->head) 2187 if (exclude && exclude->head)
2401 mp = m; 2200 mp = m;
2402 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2404 2203
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2406 if (mflags & P_OUT_OF_MAP) 2206 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2207 max = maxfree[i];
2409 }
2410 else 2208 else
2411 { 2209 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2413 2211
2414 if ((move_type & blocked) == move_type) 2212 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2213 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2214 else if (mflags & P_IS_ALIVE)
2419 { 2215 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2421 {
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2218 break;
2425 } 2219
2426 }
2427 if (tmp) 2220 if (tmp)
2428 {
2429 return freedir[i]; 2221 return freedir[i];
2430 }
2431 } 2222 }
2432 } 2223 }
2433 } 2224 }
2225
2434 return 0; 2226 return 0;
2435} 2227}
2436 2228
2437/* 2229/*
2438 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2440 */ 2232 */
2441 2233
2442int 2234int
2443distance (const object *ob1, const object *ob2) 2235distance (const object *ob1, const object *ob2)
2444{ 2236{
2445 int 2237 int i;
2446 i;
2447 2238
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i; 2240 return i;
2450} 2241}
2451 2242
2456 */ 2247 */
2457 2248
2458int 2249int
2459find_dir_2 (int x, int y) 2250find_dir_2 (int x, int y)
2460{ 2251{
2461 int 2252 int q;
2462 q;
2463 2253
2464 if (y) 2254 if (y)
2465 q = x * 100 / y; 2255 q = x * 100 / y;
2466 else if (x) 2256 else if (x)
2467 q = -300 * x; 2257 q = -300 * x;
2593 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2385 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2597 */ 2387 */
2598
2599
2600int 2388int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2390{
2603 sint16 dx, dy; 2391 sint16 dx, dy;
2604 int
2605 mflags; 2392 int mflags;
2606 2393
2607 if (dir < 0) 2394 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2609 2396
2610 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2623 return 0; 2410 return 0;
2624 2411
2625 /* yes, can see. */ 2412 /* yes, can see. */
2626 if (dir < 9) 2413 if (dir < 9)
2627 return 1; 2414 return 1;
2415
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2419}
2631
2632
2633 2420
2634/* 2421/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2438}
2652 2439
2653
2654/* 2440/*
2655 * create clone from object to another 2441 * create clone from object to another
2656 */ 2442 */
2657object * 2443object *
2658object_create_clone (object *asrc) 2444object_create_clone (object *asrc)
2659{ 2445{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2447
2663 if (!asrc) 2448 if (!asrc)
2664 return NULL; 2449 return 0;
2450
2665 src = asrc; 2451 src = asrc;
2666 if (src->head) 2452 if (src->head)
2667 src = src->head; 2453 src = src->head;
2668 2454
2669 prev = NULL; 2455 prev = 0;
2670 for (part = src; part; part = part->more) 2456 for (part = src; part; part = part->more)
2671 { 2457 {
2672 tmp = get_object (); 2458 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2459 tmp->x -= src->x;
2675 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2676 if (!part->head) 2462 if (!part->head)
2677 { 2463 {
2678 dst = tmp; 2464 dst = tmp;
2679 tmp->head = NULL; 2465 tmp->head = 0;
2680 } 2466 }
2681 else 2467 else
2682 {
2683 tmp->head = dst; 2468 tmp->head = dst;
2684 } 2469
2685 tmp->more = NULL; 2470 tmp->more = 0;
2471
2686 if (prev) 2472 if (prev)
2687 prev->more = tmp; 2473 prev->more = tmp;
2474
2688 prev = tmp; 2475 prev = tmp;
2689 } 2476 }
2690 2477
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2478 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2480
2697 return dst; 2481 return dst;
2698} 2482}
2699 2483
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */ 2485/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */ 2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */ 2487/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2720 2490
2721object * 2491object *
2722load_object_str (const char *obstr) 2492load_object_str (const char *obstr)
2723{ 2493{
2724 object * 2494 object *op;
2725 op;
2726 char
2727 filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2728 2496
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730 2498
2731 FILE *
2732 tempfile = fopen (filename, "w"); 2499 FILE *tempfile = fopen (filename, "w");
2733 2500
2734 if (tempfile == NULL) 2501 if (tempfile == NULL)
2735 { 2502 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL; 2504 return NULL;
2738 } 2505 }
2739 2506
2740 fprintf (tempfile, obstr); 2507 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2508 fclose (tempfile);
2742 2509
2743 op = get_object (); 2510 op = object::create ();
2744 2511
2745 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2746 2513
2747 if (thawer) 2514 if (thawer)
2748 load_object (thawer, op, 0); 2515 load_object (thawer, op, 0);
2758 * returns NULL if no match. 2525 * returns NULL if no match.
2759 */ 2526 */
2760object * 2527object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2529{
2763 object * 2530 object *tmp;
2764 tmp;
2765 2531
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2533 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2534 return tmp;
2769 2535
2777 * do the desired thing. 2543 * do the desired thing.
2778 */ 2544 */
2779key_value * 2545key_value *
2780get_ob_key_link (const object *ob, const char *key) 2546get_ob_key_link (const object *ob, const char *key)
2781{ 2547{
2782 key_value * 2548 key_value *link;
2783 link;
2784 2549
2785 for (link = ob->key_values; link != NULL; link = link->next) 2550 for (link = ob->key_values; link != NULL; link = link->next)
2786 {
2787 if (link->key == key) 2551 if (link->key == key)
2788 {
2789 return link; 2552 return link;
2790 }
2791 }
2792 2553
2793 return NULL; 2554 return NULL;
2794} 2555}
2795 2556
2796/* 2557/*

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