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Comparing deliantra/server/common/object.C (file contents):
Revision 1.44 by root, Thu Sep 14 17:29:27 2006 UTC vs.
Revision 1.92 by root, Tue Dec 26 17:39:29 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}
554 } 467 }
555 468
556 op->key_values = 0; 469 op->key_values = 0;
557} 470}
558 471
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 472/*
611 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
614 * 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,
615 * 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
616 * will point at garbage. 478 * will point at garbage.
617 */ 479 */
618void 480void
619copy_object (object *op2, object *op) 481object::copy_to (object *dst)
620{ 482{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 485
624 op2->clone (op); 486 *(object_copy *)dst = *this;
625 487
626 if (is_freed) 488 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
628 if (is_removed) 491 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
630 493
631 if (op2->speed < 0) 494 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 496
634 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
635 if (op2->key_values) 498 if (key_values)
636 { 499 {
637 key_value *tail = 0; 500 key_value *tail = 0;
638 key_value *i; 501 key_value *i;
639 502
640 op->key_values = 0; 503 dst->key_values = 0;
641 504
642 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
643 { 506 {
644 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
645 508
646 new_link->next = 0; 509 new_link->next = 0;
647 new_link->key = i->key; 510 new_link->key = i->key;
648 new_link->value = i->value; 511 new_link->value = i->value;
649 512
650 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
651 if (!op->key_values) 514 if (!dst->key_values)
652 { 515 {
653 op->key_values = new_link; 516 dst->key_values = new_link;
654 tail = new_link; 517 tail = new_link;
655 } 518 }
656 else 519 else
657 { 520 {
658 tail->next = new_link; 521 tail->next = new_link;
659 tail = new_link; 522 tail = new_link;
660 } 523 }
661 } 524 }
662 } 525 }
663 526
664 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;
665} 536}
666 537
667/* 538/*
668 * 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
669 * 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
683 * 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
684 * 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.
685 * 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.
686 */ 557 */
687void 558void
688update_ob_speed (object *op) 559object::set_speed (float speed)
689{ 560{
690 extern int arch_init; 561 extern int arch_init;
691 562
692 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated. 564 * since they never really need to be updated.
694 */ 565 */
695 566 if (flag [FLAG_FREED] && speed)
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 567 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 569 speed = 0;
703#endif
704 } 570 }
571
572 this->speed = speed;
705 573
706 if (arch_init) 574 if (arch_init)
707 return; 575 return;
708 576
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
710 { 578 {
711 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
713 return; 581 return;
714 582
715 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
716 * of the list. */ 584 * of the list. */
717 op->active_next = active_objects; 585 active_next = active_objects;
718 586
719 if (op->active_next != NULL) 587 if (active_next)
720 op->active_next->active_prev = op; 588 active_next->active_prev = this;
721 589
722 active_objects = op; 590 active_objects = this;
723 } 591 }
724 else 592 else
725 { 593 {
726 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
728 return; 596 return;
729 597
730 if (op->active_prev == NULL) 598 if (!active_prev)
731 { 599 {
732 active_objects = op->active_next; 600 active_objects = active_next;
733 601
734 if (op->active_next != NULL) 602 if (active_next)
735 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
736 } 604 }
737 else 605 else
738 { 606 {
739 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
740 608
741 if (op->active_next) 609 if (active_next)
742 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
743 } 611 }
744 612
745 op->active_next = NULL; 613 active_next = 0;
746 op->active_prev = NULL; 614 active_prev = 0;
747 } 615 }
748} 616}
749 617
750/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
751 * objects. 619 * objects.
777 op->active_next = NULL; 645 op->active_next = NULL;
778 op->active_prev = NULL; 646 op->active_prev = NULL;
779} 647}
780 648
781/* 649/*
782 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
784 * 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
785 * invisible object, etc...) 653 * invisible object, etc...)
786 * 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
787 * 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
788 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
789 * 657 *
790 * 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.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 659 * current action are:
796 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
798 * 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
799 * 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.
800 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
801 */ 665 */
802
803void 666void
804update_object (object *op, int action) 667update_object (object *op, int action)
805{ 668{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
808 670
809 if (op == NULL) 671 if (op == NULL)
810 { 672 {
811 /* this should never happen */ 673 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 675 return;
814 } 676 }
815 677
816 if (op->env != NULL) 678 if (op->env)
817 { 679 {
818 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
819 * to do in this case. 681 * to do in this case.
820 */ 682 */
821 return; 683 return;
826 */ 688 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 690 return;
829 691
830 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
831 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)
832 { 694 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 696#ifdef MANY_CORES
835 abort (); 697 abort ();
836#endif 698#endif
837 return; 699 return;
838 } 700 }
839 701
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
847 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
848 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* 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
871 * to have move_allow right now. 719 * to have move_allow right now.
872 */ 720 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 723 m.flags_ = P_NEED_UPDATE;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 724 }
879 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 727 * that is being removed.
882 */ 728 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
885 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
887 else 733 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 735
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 736 if (op->more)
897 update_object (op->more, action); 737 update_object (op->more, action);
898} 738}
899 739
900static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
901 741object *object::first;
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 742
922object::object () 743object::object ()
923{ 744{
924 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
925 746
936{ 757{
937 count = ++ob_count; 758 count = ++ob_count;
938 uuid = gen_uuid (); 759 uuid = gen_uuid ();
939 760
940 prev = 0; 761 prev = 0;
941 next = objects; 762 next = object::first;
942 763
943 if (objects) 764 if (object::first)
944 objects->prev = this; 765 object::first->prev = this;
945 766
946 objects = this; 767 object::first = this;
947} 768}
948 769
949void object::unlink () 770void object::unlink ()
950{ 771{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == objects) 772 if (this == object::first)
955 objects = next; 773 object::first = next;
956 774
957 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next; 776 if (prev) prev->next = next;
959 if (next) next->prev = prev; 777 if (next) next->prev = prev;
960 778
961 prev = 0; 779 prev = 0;
962 next = 0; 780 next = 0;
963} 781}
964 782
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
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 {
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 }
825 }
826}
827
965object *object::create () 828object *object::create ()
966{ 829{
967 object *op = new object; 830 object *op = new object;
968 op->link (); 831 op->link ();
969 return op; 832 return op;
970} 833}
971 834
972/* 835void
973 * free_object() frees everything allocated by an object, removes 836object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 837{
984 if (QUERY_FLAG (this, FLAG_FREED)) 838 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this);
840
841 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this);
843
844 if (!flag [FLAG_REMOVED])
845 remove ();
846
847 if (flag [FLAG_FREED])
985 return; 848 return;
986 849
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 850 set_speed (0);
988 remove_friendly_object (this);
989 851
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 853
993 SET_FLAG (this, FLAG_FREED); 854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
872 }
873
874 map = freed_map;
875 x = 1;
876 y = 1;
877 }
878
879 head = 0;
994 880
995 if (more) 881 if (more)
996 { 882 {
997 more->free (free_inventory); 883 more->destroy ();
998 more = 0; 884 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 } 885 }
1042 886
1043 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
1044 owner = 0; 888 owner = 0;
1045 enemy = 0; 889 enemy = 0;
1046 attacked_by = 0; 890 attacked_by = 0;
1047 891
1048 /* Remove object from the active list */ 892 // only relevant for players(?), but make sure of it anyways
1049 speed = 0; 893 contr = 0;
1050 update_ob_speed (this); 894}
1051 895
1052 unlink (); 896void
897object::destroy (bool destroy_inventory)
898{
899 if (destroyed ())
900 return;
1053 901
1054 mortals.push_back (this); 902 if (destroy_inventory)
903 destroy_inv (false);
904
905 attachable::destroy ();
1055} 906}
1056 907
1057/* 908/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
1060 */ 911 */
1061
1062void 912void
1063sub_weight (object *op, signed long weight) 913sub_weight (object *op, signed long weight)
1064{ 914{
1065 while (op != NULL) 915 while (op != NULL)
1066 { 916 {
1067 if (op->type == CONTAINER) 917 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 919
1071 op->carrying -= weight; 920 op->carrying -= weight;
1072 op = op->env; 921 op = op->env;
1073 } 922 }
1074} 923}
1075 924
1076/* remove_ob(op): 925/* op->remove ():
1077 * This function removes the object op from the linked list of objects 926 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 927 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 930 * the previous environment.
1082 * Beware: This function is called from the editor as well! 931 * Beware: This function is called from the editor as well!
1083 */ 932 */
1084
1085void 933void
1086remove_ob (object *op) 934object::remove ()
1087{ 935{
936 object *tmp, *last = 0;
1088 object * 937 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 938
1094 tag_t
1095 tag;
1096 int
1097 check_walk_off;
1098 mapstruct *
1099 m;
1100
1101 sint16
1102 x,
1103 y;
1104
1105 if (QUERY_FLAG (op, FLAG_REMOVED)) 939 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 940 return;
1107 941
1108 SET_FLAG (op, FLAG_REMOVED); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
1109 944
1110 if (op->more != NULL) 945 if (more)
1111 remove_ob (op->more); 946 more->remove ();
1112 947
1113 /* 948 /*
1114 * In this case, the object to be removed is in someones 949 * In this case, the object to be removed is in someones
1115 * inventory. 950 * inventory.
1116 */ 951 */
1117 if (op->env != NULL) 952 if (env)
1118 { 953 {
1119 if (op->nrof) 954 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 955 sub_weight (env, weight * nrof);
1121 else 956 else
1122 sub_weight (op->env, op->weight + op->carrying); 957 sub_weight (env, weight + carrying);
1123 958
1124 /* NO_FIX_PLAYER is set when a great many changes are being 959 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 961 * to save cpu time.
1127 */ 962 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 964 otmp->update_stats ();
1130 965
1131 if (op->above != NULL) 966 if (above != NULL)
1132 op->above->below = op->below; 967 above->below = below;
1133 else 968 else
1134 op->env->inv = op->below; 969 env->inv = below;
1135 970
1136 if (op->below != NULL) 971 if (below != NULL)
1137 op->below->above = op->above; 972 below->above = above;
1138 973
1139 /* we set up values so that it could be inserted into 974 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 975 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 976 * to the caller to decide what we want to do.
1142 */ 977 */
1143 op->x = op->env->x, op->y = op->env->y; 978 x = env->x, y = env->y;
1144 op->map = op->env->map; 979 map = env->map;
1145 op->above = NULL, op->below = NULL; 980 above = 0, below = 0;
1146 op->env = NULL; 981 env = 0;
1147 } 982 }
1148 else if (op->map) 983 else if (map)
1149 { 984 {
1150 x = op->x;
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1157 op->map->path, op->x, op->y);
1158 /* in old days, we used to set x and y to 0 and continue.
1159 * it seems if we get into this case, something is probablye
1160 * screwed up and should be fixed.
1161 */
1162 abort ();
1163 }
1164
1165 if (op->map != m)
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1167 op->map->path, m->path, op->x, op->y, x, y);
1168
1169 /* Re did the following section of code - it looks like it had 985 /* Re did the following section of code - it looks like it had
1170 * lots of logic for things we no longer care about 986 * lots of logic for things we no longer care about
1171 */ 987 */
1172 988
1173 /* link the object above us */ 989 /* link the object above us */
1174 if (op->above) 990 if (above)
1175 op->above->below = op->below; 991 above->below = below;
1176 else 992 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 993 map->at (x, y).top = below; /* we were top, set new top */
1178 994
1179 /* Relink the object below us, if there is one */ 995 /* Relink the object below us, if there is one */
1180 if (op->below) 996 if (below)
1181 op->below->above = op->above; 997 below->above = above;
1182 else 998 else
1183 { 999 {
1184 /* Nothing below, which means we need to relink map object for this space 1000 /* Nothing below, which means we need to relink map object for this space
1185 * use translated coordinates in case some oddness with map tiling is 1001 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1002 * evident
1187 */ 1003 */
1188 if (GET_MAP_OB (m, x, y) != op) 1004 if (GET_MAP_OB (map, x, y) != this)
1189 { 1005 {
1190 dump_object (op); 1006 char *dump = dump_object (this);
1191 LOG (llevError, 1007 LOG (llevError,
1192 "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); 1008 "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);
1009 free (dump);
1193 dump_object (GET_MAP_OB (m, x, y)); 1010 dump = dump_object (GET_MAP_OB (map, x, y));
1194 LOG (llevError, "%s\n", errmsg); 1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1195 } 1013 }
1196 1014
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1015 map->at (x, y).bot = above; /* goes on above it. */
1198 } 1016 }
1199 1017
1200 op->above = 0; 1018 above = 0;
1201 op->below = 0; 1019 below = 0;
1202 1020
1203 if (op->map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1204 return; 1022 return;
1205 1023
1206 tag = op->count; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1025
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1210 { 1027 {
1211 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1212 * being removed. 1029 * being removed.
1213 */ 1030 */
1214 1031
1215 if (tmp->type == PLAYER && tmp != op) 1032 if (tmp->type == PLAYER && tmp != this)
1216 { 1033 {
1217 /* If a container that the player is currently using somehow gets 1034 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1219 * appropriately. 1036 * appropriately.
1220 */ 1037 */
1221 if (tmp->container == op) 1038 if (tmp->container == this)
1222 { 1039 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1041 tmp->container = 0;
1225 } 1042 }
1226 1043
1227 tmp->contr->socket.update_look = 1; 1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1228 } 1046 }
1229 1047
1230 /* See if player moving off should effect something */ 1048 /* See if player moving off should effect something */
1231 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1049 if (check_walk_off
1050 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1052 {
1233 move_apply (tmp, op, NULL); 1053 move_apply (tmp, this, 0);
1234 1054
1235 if (was_destroyed (op, tag)) 1055 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1057 }
1240 1058
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1060
1243 if (tmp->above == tmp) 1061 if (tmp->above == tmp)
1244 tmp->above = NULL; 1062 tmp->above = 0;
1245 1063
1246 last = tmp; 1064 last = tmp;
1247 } 1065 }
1248 1066
1249 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL of there are no objects on this space */
1250 if (last == NULL) 1068 if (!last)
1251 { 1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1252 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254 * those out anyways, and if there are any flags set right now, they won't
1255 * be correct anyways.
1256 */
1257 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258 update_position (op->map, op->x, op->y);
1259 }
1260 else 1070 else
1261 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1262 1072
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1265 } 1075 }
1266} 1076}
1267 1077
1268/* 1078/*
1269 * merge_ob(op,top): 1079 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1278{ 1088{
1279 if (!op->nrof) 1089 if (!op->nrof)
1280 return 0; 1090 return 0;
1281 1091
1282 if (top == NULL) 1092 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1284 1095
1285 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1286 { 1097 {
1287 if (top == op) 1098 if (top == op)
1288 continue; 1099 continue;
1289 if (CAN_MERGE (op, top)) 1100
1101 if (object::can_merge (op, top))
1290 { 1102 {
1291 top->nrof += op->nrof; 1103 top->nrof += op->nrof;
1292 1104
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1107 op->destroy ();
1296 free_object (op);
1297 return top; 1108 return top;
1298 } 1109 }
1299 } 1110 }
1300 1111
1301 return NULL; 1112 return 0;
1302} 1113}
1303 1114
1304/* 1115/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306 * job preparing multi-part monsters 1117 * job preparing multi-part monsters
1307 */ 1118 */
1308object * 1119object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1121{
1311 object *tmp; 1122 object *tmp;
1312 1123
1313 if (op->head) 1124 if (op->head)
1314 op = op->head; 1125 op = op->head;
1340 * Return value: 1151 * Return value:
1341 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1154 * just 'op' otherwise
1344 */ 1155 */
1345
1346object * 1156object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1158{
1349 object *tmp, *top, *floor = NULL; 1159 object *tmp, *top, *floor = NULL;
1350 sint16 x, y; 1160 sint16 x, y;
1351 1161
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1162 if (QUERY_FLAG (op, FLAG_FREED))
1355 return NULL; 1165 return NULL;
1356 } 1166 }
1357 1167
1358 if (m == NULL) 1168 if (m == NULL)
1359 { 1169 {
1360 dump_object (op); 1170 char *dump = dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1362 return op; 1173 return op;
1363 } 1174 }
1364 1175
1365 if (out_of_map (m, op->x, op->y)) 1176 if (out_of_map (m, op->x, op->y))
1366 { 1177 {
1367 dump_object (op); 1178 char *dump = dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1369#ifdef MANY_CORES 1180#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1181 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting 1182 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1183 * improperly inserted.
1373 */ 1184 */
1374 abort (); 1185 abort ();
1375#endif 1186#endif
1187 free (dump);
1376 return op; 1188 return op;
1377 } 1189 }
1378 1190
1379 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 { 1192 {
1381 dump_object (op); 1193 char *dump = dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1383 return op; 1196 return op;
1384 } 1197 }
1385 1198
1386 if (op->more != NULL) 1199 if (op->more)
1387 { 1200 {
1388 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1389 1202
1390 object *more = op->more; 1203 object *more = op->more;
1391 1204
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 { 1221 {
1409 if (!op->head) 1222 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 1224
1412 return NULL; 1225 return 0;
1413 } 1226 }
1414 } 1227 }
1415 1228
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1230
1425 1238
1426 /* this has to be done after we translate the coordinates. 1239 /* this has to be done after we translate the coordinates.
1427 */ 1240 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1241 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1243 if (object::can_merge (op, tmp))
1431 { 1244 {
1432 op->nrof += tmp->nrof; 1245 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1246 tmp->destroy ();
1434 free_object (tmp);
1435 } 1247 }
1436 1248
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1249 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1250 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1251
1452 op->below = originator->below; 1264 op->below = originator->below;
1453 1265
1454 if (op->below) 1266 if (op->below)
1455 op->below->above = op; 1267 op->below->above = op;
1456 else 1268 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1269 op->ms ().bot = op;
1458 1270
1459 /* since *below* originator, no need to update top */ 1271 /* since *below* originator, no need to update top */
1460 originator->below = op; 1272 originator->below = op;
1461 } 1273 }
1462 else 1274 else
1508 * If INS_ON_TOP is used, don't do this processing 1320 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1321 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1322 * stacking is a bit odd.
1511 */ 1323 */
1512 if (!(flag & INS_ON_TOP) && 1324 if (!(flag & INS_ON_TOP) &&
1513 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1514 { 1326 {
1515 for (last = top; last != floor; last = last->below) 1327 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1329 break;
1518 /* Check to see if we found the object that blocks view, 1330 /* Check to see if we found the object that blocks view,
1541 1353
1542 if (op->above) 1354 if (op->above)
1543 op->above->below = op; 1355 op->above->below = op;
1544 1356
1545 op->below = NULL; 1357 op->below = NULL;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1358 op->ms ().bot = op;
1547 } 1359 }
1548 else 1360 else
1549 { /* get inserted into the stack above top */ 1361 { /* get inserted into the stack above top */
1550 op->above = top->above; 1362 op->above = top->above;
1551 1363
1555 op->below = top; 1367 op->below = top;
1556 top->above = op; 1368 top->above = op;
1557 } 1369 }
1558 1370
1559 if (op->above == NULL) 1371 if (op->above == NULL)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1372 op->ms ().top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1373 } /* else not INS_BELOW_ORIGINATOR */
1562 1374
1563 if (op->type == PLAYER) 1375 if (op->type == PLAYER)
1564 op->contr->do_los = 1; 1376 op->contr->do_los = 1;
1565 1377
1566 /* If we have a floor, we know the player, if any, will be above 1378 /* If we have a floor, we know the player, if any, will be above
1567 * it, so save a few ticks and start from there. 1379 * it, so save a few ticks and start from there.
1568 */ 1380 */
1569 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1382 if (object *pl = op->ms ().player ())
1571 if (tmp->type == PLAYER) 1383 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1384 pl->contr->ns->floorbox_update ();
1573 1385
1574 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1387 * visible to others on this map. But update_all_los is really
1576 * an inefficient way to do this, as it means los for all players 1388 * an inefficient way to do this, as it means los for all players
1577 * on the map will get recalculated. The players could very well 1389 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1390 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1392 * or just updating the P_NEED_UPDATE for spaces within this area
1581 * of effect may be sufficient. 1393 * of effect may be sufficient.
1582 */ 1394 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1585 1397
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1588 1400
1401 INVOKE_OBJECT (INSERT, op);
1402
1589 /* Don't know if moving this to the end will break anything. However, 1403 /* Don't know if moving this to the end will break anything. However,
1590 * we want to have update_look set above before calling this. 1404 * we want to have floorbox_update called before calling this.
1591 * 1405 *
1592 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1407 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1408 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1409 * update_object().
1597 1411
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1412 /* if this is not the head or flag has been passed, don't check walk on status */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head) 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1414 {
1601 if (check_move_on (op, originator)) 1415 if (check_move_on (op, originator))
1602 return NULL; 1416 return 0;
1603 1417
1604 /* If we are a multi part object, lets work our way through the check 1418 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1419 * walk on's.
1606 */ 1420 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1609 return NULL; 1423 return 0;
1610 } 1424 }
1611 1425
1612 return op; 1426 return op;
1613} 1427}
1614 1428
1615/* this function inserts an object in the map, but if it 1429/* this function inserts an object in the map, but if it
1616 * finds an object of its own type, it'll remove that one first. 1430 * finds an object of its own type, it'll remove that one first.
1617 * op is the object to insert it under: supplies x and the map. 1431 * op is the object to insert it under: supplies x and the map.
1618 */ 1432 */
1619void 1433void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1434replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1435{
1622 object * 1436 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1437
1627 /* first search for itself and remove any old instances */ 1438 /* first search for itself and remove any old instances */
1628 1439
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1442 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1443
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1444 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1445
1640 tmp1->x = op->x; 1446 tmp1->x = op->x;
1641 tmp1->y = op->y; 1447 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1448 insert_ob_in_map (tmp1, op->map, op, 0);
1643} 1449}
1651 */ 1457 */
1652 1458
1653object * 1459object *
1654get_split_ob (object *orig_ob, uint32 nr) 1460get_split_ob (object *orig_ob, uint32 nr)
1655{ 1461{
1656 object * 1462 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1464
1661 if (orig_ob->nrof < nr) 1465 if (orig_ob->nrof < nr)
1662 { 1466 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1468 return NULL;
1665 } 1469 }
1666 1470
1667 newob = object_create_clone (orig_ob); 1471 newob = object_create_clone (orig_ob);
1668 1472
1669 if ((orig_ob->nrof -= nr) < 1) 1473 if ((orig_ob->nrof -= nr) < 1)
1670 { 1474 orig_ob->destroy (1);
1671 if (!is_removed)
1672 remove_ob (orig_ob);
1673 free_object2 (orig_ob, 1);
1674 }
1675 else if (!is_removed) 1475 else if (!is_removed)
1676 { 1476 {
1677 if (orig_ob->env != NULL) 1477 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1699 1499
1700object * 1500object *
1701decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1702{ 1502{
1703 object *tmp; 1503 object *tmp;
1704 player *pl;
1705 1504
1706 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1506 return op;
1708 1507
1709 if (i > op->nrof) 1508 if (i > op->nrof)
1710 i = op->nrof; 1509 i = op->nrof;
1711 1510
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1512 op->nrof -= i;
1714 else if (op->env != NULL) 1513 else if (op->env)
1715 { 1514 {
1716 /* is this object in the players inventory, or sub container 1515 /* is this object in the players inventory, or sub container
1717 * therein? 1516 * therein?
1718 */ 1517 */
1719 tmp = is_player_inv (op->env); 1518 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1519 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1520 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1523 * and then searching the map for a player.
1725 */ 1524 */
1726 if (!tmp) 1525 if (!tmp)
1727 { 1526 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1730 break; 1530 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1531 }
1736 1532
1737 if (i < op->nrof) 1533 if (i < op->nrof)
1738 { 1534 {
1739 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1536 op->nrof -= i;
1741 if (tmp) 1537 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1538 esrv_send_item (tmp, op);
1744 }
1745 } 1539 }
1746 else 1540 else
1747 { 1541 {
1748 remove_ob (op); 1542 op->remove ();
1749 op->nrof = 0; 1543 op->nrof = 0;
1750 if (tmp) 1544 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1546 }
1755 } 1547 }
1756 else 1548 else
1757 { 1549 {
1758 object *above = op->above; 1550 object *above = op->above;
1759 1551
1760 if (i < op->nrof) 1552 if (i < op->nrof)
1761 op->nrof -= i; 1553 op->nrof -= i;
1762 else 1554 else
1763 { 1555 {
1764 remove_ob (op); 1556 op->remove ();
1765 op->nrof = 0; 1557 op->nrof = 0;
1766 } 1558 }
1767 1559
1768 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1562 if (tmp->type == PLAYER)
1771 { 1563 {
1772 if (op->nrof) 1564 if (op->nrof)
1773 esrv_send_item (tmp, op); 1565 esrv_send_item (tmp, op);
1774 else 1566 else
1778 1570
1779 if (op->nrof) 1571 if (op->nrof)
1780 return op; 1572 return op;
1781 else 1573 else
1782 { 1574 {
1783 free_object (op); 1575 op->destroy ();
1784 return NULL; 1576 return 0;
1785 } 1577 }
1786} 1578}
1787 1579
1788/* 1580/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1801 op->carrying += weight; 1593 op->carrying += weight;
1802 op = op->env; 1594 op = op->env;
1803 } 1595 }
1804} 1596}
1805 1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1606 return op;
1607 }
1608
1609 if (where->head)
1610 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1614
1615 return where->insert (op);
1616}
1617
1806/* 1618/*
1807 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1808 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1809 * inside the object environment. 1621 * inside the object environment.
1810 * 1622 *
1811 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812 * the inventory at the last position or next to other objects of the same
1813 * type.
1814 * Frank: Now sorted by type, archetype and magic!
1815 *
1816 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1818 */ 1625 */
1819 1626
1820object * 1627object *
1821insert_ob_in_ob (object *op, object *where) 1628object::insert (object *op)
1822{ 1629{
1823 object * 1630 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1631
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1633 op->remove ();
1829 dump_object (op);
1830 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831 return op;
1832 }
1833
1834 if (where == NULL)
1835 {
1836 dump_object (op);
1837 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838 return op;
1839 }
1840
1841 if (where->head)
1842 {
1843 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844 where = where->head;
1845 }
1846 1634
1847 if (op->more) 1635 if (op->more)
1848 { 1636 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1638 return op;
1852 1640
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1642 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1643 if (op->nrof)
1856 { 1644 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1646 if (object::can_merge (tmp, op))
1859 { 1647 {
1860 /* return the original object and remove inserted object 1648 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1649 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1650 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1651 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1652 * tmp->nrof, we need to increase the weight.
1865 */ 1653 */
1866 add_weight (where, op->weight * op->nrof); 1654 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1655 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1656 op->destroy (); /* free the inserted object */
1869 op = tmp; 1657 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1658 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1660 break;
1873 } 1661 }
1874 1662
1875 /* I assume combined objects have no inventory 1663 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1664 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1665 * (if it was possible to merge). calling remove_ob will subtract
1878 * the weight, so we need to add it in again, since we actually do 1666 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1667 * the linking below
1880 */ 1668 */
1881 add_weight (where, op->weight * op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1882 } 1670 }
1883 else 1671 else
1884 add_weight (where, (op->weight + op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1885 1673
1886 otmp = is_player_inv (where); 1674 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1675 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1677 otmp->update_stats ();
1891 }
1892 1678
1893 op->map = NULL; 1679 op->map = 0;
1894 op->env = where; 1680 op->env = this;
1895 op->above = NULL; 1681 op->above = 0;
1896 op->below = NULL; 1682 op->below = 0;
1897 op->x = 0, op->y = 0; 1683 op->x = 0, op->y = 0;
1898 1684
1899 /* reset the light list and los of the players on the map */ 1685 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1686 if ((op->glow_radius != 0) && map)
1901 { 1687 {
1902#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1691 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1692 update_all_los (map, x, y);
1907 } 1693 }
1908 1694
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1696 * It sure simplifies this function...
1911 */ 1697 */
1912 if (where->inv == NULL) 1698 if (!inv)
1913 where->inv = op; 1699 inv = op;
1914 else 1700 else
1915 { 1701 {
1916 op->below = where->inv; 1702 op->below = inv;
1917 op->below->above = op; 1703 op->below->above = op;
1918 where->inv = op; 1704 inv = op;
1919 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1920 return op; 1709 return op;
1921} 1710}
1922 1711
1923/* 1712/*
1924 * Checks if any objects has a move_type that matches objects 1713 * Checks if any objects has a move_type that matches objects
1942 */ 1731 */
1943 1732
1944int 1733int
1945check_move_on (object *op, object *originator) 1734check_move_on (object *op, object *originator)
1946{ 1735{
1947 object * 1736 object *tmp;
1948 tmp; 1737 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1738 int x = op->x, y = op->y;
1955 1739
1956 MoveType 1740 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1741
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1742 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1743 return 0;
1963
1964 tag = op->count;
1965 1744
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1745 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1746 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1747 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1748
1985 1764
1986 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
1988 */ 1767 */
1989 1768
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1991 { 1770 {
1992 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1772 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1773 * we don't need to check all of them.
1995 */ 1774 */
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1810 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1811 {
2033 move_apply (tmp, op, originator); 1812 move_apply (tmp, op, originator);
2034 1813
2035 if (was_destroyed (op, tag)) 1814 if (op->destroyed ())
2036 return 1; 1815 return 1;
2037 1816
2038 /* what the person/creature stepped onto has moved the object 1817 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1818 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1819 * have a feeling strange problems would result.
2050/* 1829/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2054 */ 1833 */
2055
2056object * 1834object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1835present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1836{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1837 if (m == NULL || out_of_map (m, x, y))
2063 { 1838 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1840 return NULL;
2066 } 1841 }
1842
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068 if (tmp->arch == at) 1844 if (tmp->arch == at)
2069 return tmp; 1845 return tmp;
1846
2070 return NULL; 1847 return NULL;
2071} 1848}
2072 1849
2073/* 1850/*
2074 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2077 */ 1854 */
2078
2079object * 1855object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1856present (unsigned char type, maptile *m, int x, int y)
2081{ 1857{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1858 if (out_of_map (m, x, y))
2086 { 1859 {
2087 LOG (llevError, "Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1861 return NULL;
2089 } 1862 }
1863
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2091 if (tmp->type == type) 1865 if (tmp->type == type)
2092 return tmp; 1866 return tmp;
1867
2093 return NULL; 1868 return NULL;
2094} 1869}
2095 1870
2096/* 1871/*
2097 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
2100 */ 1875 */
2101
2102object * 1876object *
2103present_in_ob (unsigned char type, const object *op) 1877present_in_ob (unsigned char type, const object *op)
2104{ 1878{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1880 if (tmp->type == type)
2110 return tmp; 1881 return tmp;
1882
2111 return NULL; 1883 return NULL;
2112} 1884}
2113 1885
2114/* 1886/*
2115 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1895 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the 1896 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name 1897 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1898 * to be unique.
2127 */ 1899 */
2128
2129object * 1900object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1901present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1902{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1905 return tmp;
2139 } 1906
2140 return NULL; 1907 return 0;
2141} 1908}
2142 1909
2143/* 1910/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
2147 */ 1914 */
2148
2149object * 1915object *
2150present_arch_in_ob (const archetype *at, const object *op) 1916present_arch_in_ob (const archetype *at, const object *op)
2151{ 1917{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1919 if (tmp->arch == at)
2157 return tmp; 1920 return tmp;
1921
2158 return NULL; 1922 return NULL;
2159} 1923}
2160 1924
2161/* 1925/*
2162 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
2163 */ 1927 */
2164void 1928void
2165flag_inv (object *op, int flag) 1929flag_inv (object *op, int flag)
2166{ 1930{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1931 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1933 {
2173 SET_FLAG (tmp, flag); 1934 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1935 flag_inv (tmp, flag);
2175 } 1936 }
2176} /* 1937}
1938
1939/*
2177 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
2178 */ 1941 */
2179void 1942void
2180unflag_inv (object *op, int flag) 1943unflag_inv (object *op, int flag)
2181{ 1944{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1945 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1947 {
2188 CLEAR_FLAG (tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1949 unflag_inv (tmp, flag);
2190 } 1950 }
2191} 1951}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 1956 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function. 1957 * him/her-self and all object carried by a call to this function.
2198 */ 1958 */
2199
2200void 1959void
2201set_cheat (object *op) 1960set_cheat (object *op)
2202{ 1961{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1982 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use 1983 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been 1984 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 1985 * customized, changed states, etc.
2227 */ 1986 */
2228
2229int 1987int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 1989{
2232 int
2233 i,
2234 index = 0, flag; 1990 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
2237 1992
2238 for (i = start; i < stop; i++) 1993 for (int i = start; i < stop; i++)
2239 { 1994 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 1996 if (!flag)
2242 altern[index++] = i; 1997 altern [index++] = i;
2243 1998
2244 /* Basically, if we find a wall on a space, we cut down the search size. 1999 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall. 2000 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions - 2001 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty 2002 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space 2003 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2004 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2005 * won't look 2 spaces south of the target space.
2251 */ 2006 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2008 stop = maxfree[i];
2254 } 2009 }
2010
2255 if (!index) 2011 if (!index)
2256 return -1; 2012 return -1;
2013
2257 return altern[RANDOM () % index]; 2014 return altern[RANDOM () % index];
2258} 2015}
2259 2016
2260/* 2017/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2022 */
2266
2267int 2023int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2025{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2028 return i;
2277 } 2029
2278 return -1; 2030 return -1;
2279} 2031}
2280 2032
2281/* 2033/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2037 */
2285static void 2038static void
2286permute (int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2287{ 2040{
2288 int 2041 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2042 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2043
2299 tmp = arr[i]; 2044 while (--end)
2300 arr[i] = arr[j]; 2045 swap (arr [end], arr [RANDOM () % (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2046}
2304 2047
2305/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2307 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2310 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2054 */
2312void 2055void
2313get_search_arr (int *search_arr) 2056get_search_arr (int *search_arr)
2314{ 2057{
2315 int 2058 int i;
2316 i;
2317 2059
2318 for (i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2061 search_arr[i] = i;
2321 }
2322 2062
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2066}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2336 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2337 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2078 * there is capable of.
2339 */ 2079 */
2340
2341int 2080int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2081find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2082{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2347 2084
2348 sint16 nx, ny; 2085 sint16 nx, ny;
2349 object * 2086 object *tmp;
2350 tmp; 2087 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2088
2354 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2355 2090
2356 if (exclude && exclude->head) 2091 if (exclude && exclude->head)
2357 { 2092 {
2369 mp = m; 2104 mp = m;
2370 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2372 2107
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2374 if (mflags & P_OUT_OF_MAP) 2110 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2111 max = maxfree[i];
2377 }
2378 else 2112 else
2379 { 2113 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2381 2117
2382 if ((move_type & blocked) == move_type) 2118 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2119 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2387 { 2121 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2390 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2125 break;
2393 } 2126
2394 }
2395 if (tmp) 2127 if (tmp)
2396 {
2397 return freedir[i]; 2128 return freedir[i];
2398 }
2399 } 2129 }
2400 } 2130 }
2401 } 2131 }
2132
2402 return 0; 2133 return 0;
2403} 2134}
2404 2135
2405/* 2136/*
2406 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2138 * distance between the two given objects.
2408 */ 2139 */
2409
2410int 2140int
2411distance (const object *ob1, const object *ob2) 2141distance (const object *ob1, const object *ob2)
2412{ 2142{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2144}
2419 2145
2420/* 2146/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2424 */ 2150 */
2425
2426int 2151int
2427find_dir_2 (int x, int y) 2152find_dir_2 (int x, int y)
2428{ 2153{
2429 int 2154 int q;
2430 q;
2431 2155
2432 if (y) 2156 if (y)
2433 q = x * 100 / y; 2157 q = x * 100 / y;
2434 else if (x) 2158 else if (x)
2435 q = -300 * x; 2159 q = -300 * x;
2470int 2194int
2471absdir (int d) 2195absdir (int d)
2472{ 2196{
2473 while (d < 1) 2197 while (d < 1)
2474 d += 8; 2198 d += 8;
2199
2475 while (d > 8) 2200 while (d > 8)
2476 d -= 8; 2201 d -= 8;
2202
2477 return d; 2203 return d;
2478} 2204}
2479 2205
2480/* 2206/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2483 */ 2209 */
2484 2210
2485int 2211int
2486dirdiff (int dir1, int dir2) 2212dirdiff (int dir1, int dir2)
2487{ 2213{
2488 int 2214 int d;
2489 d;
2490 2215
2491 d = abs (dir1 - dir2); 2216 d = abs (dir1 - dir2);
2492 if (d > 4) 2217 if (d > 4)
2493 d = 8 - d; 2218 d = 8 - d;
2219
2494 return d; 2220 return d;
2495} 2221}
2496 2222
2497/* peterm: 2223/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2224 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2501 * This basically means that if direction is 15, then it could either go 2227 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are. 2228 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction 2229 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2230 * functions.
2505 */ 2231 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2285 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2286 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2287 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2288 * Modified to be map tile aware -.MSW
2565 */ 2289 */
2566
2567
2568int 2290int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2291can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2292{
2571 sint16 dx, dy; 2293 sint16 dx, dy;
2572 int
2573 mflags; 2294 int mflags;
2574 2295
2575 if (dir < 0) 2296 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2297 return 0; /* exit condition: invalid direction */
2577 2298
2578 dx = x + freearr_x[dir]; 2299 dx = x + freearr_x[dir];
2591 return 0; 2312 return 0;
2592 2313
2593 /* yes, can see. */ 2314 /* yes, can see. */
2594 if (dir < 9) 2315 if (dir < 9)
2595 return 1; 2316 return 1;
2317
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2318 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2597 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2319 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2320 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2321}
2599
2600
2601 2322
2602/* 2323/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2324 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be 2325 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2326 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2339 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2340}
2620 2341
2621
2622/* 2342/*
2623 * create clone from object to another 2343 * create clone from object to another
2624 */ 2344 */
2625object * 2345object *
2626object_create_clone (object *asrc) 2346object_create_clone (object *asrc)
2627{ 2347{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2348 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2349
2631 if (!asrc) 2350 if (!asrc)
2632 return NULL; 2351 return 0;
2352
2633 src = asrc; 2353 src = asrc;
2634 if (src->head) 2354 if (src->head)
2635 src = src->head; 2355 src = src->head;
2636 2356
2637 prev = NULL; 2357 prev = 0;
2638 for (part = src; part; part = part->more) 2358 for (part = src; part; part = part->more)
2639 { 2359 {
2640 tmp = get_object (); 2360 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2361 tmp->x -= src->x;
2643 tmp->y -= src->y; 2362 tmp->y -= src->y;
2363
2644 if (!part->head) 2364 if (!part->head)
2645 { 2365 {
2646 dst = tmp; 2366 dst = tmp;
2647 tmp->head = NULL; 2367 tmp->head = 0;
2648 } 2368 }
2649 else 2369 else
2650 {
2651 tmp->head = dst; 2370 tmp->head = dst;
2652 } 2371
2653 tmp->more = NULL; 2372 tmp->more = 0;
2373
2654 if (prev) 2374 if (prev)
2655 prev->more = tmp; 2375 prev->more = tmp;
2376
2656 prev = tmp; 2377 prev = tmp;
2657 } 2378 }
2658 2379
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2380 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2381 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2382
2665 return dst; 2383 return dst;
2666} 2384}
2667 2385
2668/* return true if the object was destroyed, 0 otherwise */
2669int
2670was_destroyed (const object *op, tag_t old_tag)
2671{
2672 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673 * robust */
2674 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675}
2676
2677/* GROS - Creates an object using a string representing its content. */ 2386/* GROS - Creates an object using a string representing its content. */
2678
2679/* Basically, we save the content of the string to a temp file, then call */ 2387/* Basically, we save the content of the string to a temp file, then call */
2680
2681/* load_object on it. I admit it is a highly inefficient way to make things, */ 2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2682
2683/* but it was simple to make and allows reusing the load_object function. */ 2389/* but it was simple to make and allows reusing the load_object function. */
2684
2685/* Remember not to use load_object_str in a time-critical situation. */ 2390/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2688
2689object * 2392object *
2690load_object_str (const char *obstr) 2393load_object_str (const char *obstr)
2691{ 2394{
2692 object * 2395 object *op;
2693 op;
2694 char
2695 filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2696 2397
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698 2399
2699 FILE *
2700 tempfile = fopen (filename, "w"); 2400 FILE *tempfile = fopen (filename, "w");
2701 2401
2702 if (tempfile == NULL) 2402 if (tempfile == NULL)
2703 { 2403 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n"); 2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL; 2405 return NULL;
2706 } 2406 }
2707 2407
2708 fprintf (tempfile, obstr); 2408 fprintf (tempfile, obstr);
2709 fclose (tempfile); 2409 fclose (tempfile);
2710 2410
2711 op = get_object (); 2411 op = object::create ();
2712 2412
2713 object_thawer thawer (filename); 2413 object_thawer thawer (filename);
2714 2414
2715 if (thawer) 2415 if (thawer)
2716 load_object (thawer, op, 0); 2416 load_object (thawer, op, 0);
2726 * returns NULL if no match. 2426 * returns NULL if no match.
2727 */ 2427 */
2728object * 2428object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2430{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2432 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2433 return tmp;
2737 2434
2738 return NULL; 2435 return 0;
2739} 2436}
2740 2437
2741/* If ob has a field named key, return the link from the list, 2438/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2439 * otherwise return NULL.
2743 * 2440 *
2745 * do the desired thing. 2442 * do the desired thing.
2746 */ 2443 */
2747key_value * 2444key_value *
2748get_ob_key_link (const object *ob, const char *key) 2445get_ob_key_link (const object *ob, const char *key)
2749{ 2446{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2447 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2448 if (link->key == key)
2756 {
2757 return link; 2449 return link;
2758 }
2759 }
2760 2450
2761 return NULL; 2451 return 0;
2762} 2452}
2763 2453
2764/* 2454/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2455 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2456 *
2806 * Returns TRUE on success. 2496 * Returns TRUE on success.
2807 */ 2497 */
2808int 2498int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2500{
2811 key_value *
2812 field = NULL, *last = NULL; 2501 key_value *field = NULL, *last = NULL;
2813 2502
2814 for (field = op->key_values; field != NULL; field = field->next) 2503 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2504 {
2816 if (field->key != canonical_key) 2505 if (field->key != canonical_key)
2817 { 2506 {
2845 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2846 2535
2847 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2848 2537
2849 if (!add_key) 2538 if (!add_key)
2850 {
2851 return FALSE; 2539 return FALSE;
2852 } 2540
2853 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2857 * should pass in "" 2545 * should pass in ""

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