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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 1.96 by root, Sat Dec 30 10:16:10 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
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 208 * used to store nrof).
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 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 226 || 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) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || 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)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
262 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 259 return 0;
265 260
266 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 263 return 0;
269 264
270 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 266 * if it is valid.
272 */ 267 */
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
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. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
381void 361char *
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) 362dump_object (object *op)
437{ 363{
438 if (op == NULL) 364 if (!op)
439 { 365 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 366
447void 367 object_freezer freezer;
448dump_all_objects (void) 368 save_object (freezer, op, 1);
449{ 369 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} 370}
458 371
459/* 372/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
481 */ 394 */
482 395
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break; 401 return op;
402
491 return op; 403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
554 } 466 }
555 467
556 op->key_values = 0; 468 op->key_values = 0;
557} 469}
558 470
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/* 471/*
611 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
616 * will point at garbage. 477 * will point at garbage.
617 */ 478 */
618void 479void
619copy_object (object *op2, object *op) 480object::copy_to (object *dst)
620{ 481{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 484
624 op2->clone (op); 485 *(object_copy *)dst = *this;
625 486
626 if (is_freed) 487 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
628 if (is_removed) 490 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
630 492
631 if (op2->speed < 0) 493 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 495
634 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
635 if (op2->key_values) 497 if (key_values)
636 { 498 {
637 key_value *tail = 0; 499 key_value *tail = 0;
638 key_value *i; 500 key_value *i;
639 501
640 op->key_values = 0; 502 dst->key_values = 0;
641 503
642 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
643 { 505 {
644 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
645 507
646 new_link->next = 0; 508 new_link->next = 0;
647 new_link->key = i->key; 509 new_link->key = i->key;
648 new_link->value = i->value; 510 new_link->value = i->value;
649 511
650 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
651 if (!op->key_values) 513 if (!dst->key_values)
652 { 514 {
653 op->key_values = new_link; 515 dst->key_values = new_link;
654 tail = new_link; 516 tail = new_link;
655 } 517 }
656 else 518 else
657 { 519 {
658 tail->next = new_link; 520 tail->next = new_link;
659 tail = new_link; 521 tail = new_link;
660 } 522 }
661 } 523 }
662 } 524 }
663 525
664 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
665} 535}
666 536
667/* 537/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
671 */ 541 */
672
673void 542void
674update_turn_face (object *op) 543update_turn_face (object *op)
675{ 544{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 546 return;
547
678 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
680} 550}
681 551
682/* 552/*
683 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
686 */ 556 */
687void 557void
688update_ob_speed (object *op) 558object::set_speed (float speed)
689{ 559{
690 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 561 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 563 speed = 0;
703#endif
704 } 564 }
705 565
706 if (arch_init) 566 this->speed = speed;
707 return;
708 567
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
710 { 569 {
711 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
713 return; 572 return;
714 573
715 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
716 * of the list. */ 575 * of the list. */
717 op->active_next = active_objects; 576 active_next = active_objects;
718 577
719 if (op->active_next != NULL) 578 if (active_next)
720 op->active_next->active_prev = op; 579 active_next->active_prev = this;
721 580
722 active_objects = op; 581 active_objects = this;
723 } 582 }
724 else 583 else
725 { 584 {
726 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
728 return; 587 return;
729 588
730 if (op->active_prev == NULL) 589 if (!active_prev)
731 { 590 {
732 active_objects = op->active_next; 591 active_objects = active_next;
733 592
734 if (op->active_next != NULL) 593 if (active_next)
735 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
736 } 595 }
737 else 596 else
738 { 597 {
739 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
740 599
741 if (op->active_next) 600 if (active_next)
742 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
743 } 602 }
744 603
745 op->active_next = NULL; 604 active_next = 0;
746 op->active_prev = NULL; 605 active_prev = 0;
747 }
748}
749
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 { 606 }
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779} 607}
780 608
781/* 609/*
782 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 613 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 614 * 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 615 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
789 * 617 *
790 * action is a hint of what the caller believes need to be done. 618 * 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: 619 * current action are:
796 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * 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. 623 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
801 */ 625 */
802
803void 626void
804update_object (object *op, int action) 627update_object (object *op, int action)
805{ 628{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
808 630
809 if (op == NULL) 631 if (op == NULL)
810 { 632 {
811 /* this should never happen */ 633 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 635 return;
814 } 636 }
815 637
816 if (op->env != NULL) 638 if (op->env)
817 { 639 {
818 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
819 * to do in this case. 641 * to do in this case.
820 */ 642 */
821 return; 643 return;
826 */ 648 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 650 return;
829 651
830 /* make sure the object is within map boundaries */ 652 /* 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)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 654 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 656#ifdef MANY_CORES
835 abort (); 657 abort ();
836#endif 658#endif
837 return; 659 return;
838 } 660 }
839 661
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 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);
846 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
847 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
848 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (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) 675 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 677 || (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 678 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 679 * to have move_allow right now.
872 */ 680 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 683 m.flags_ = P_NEED_UPDATE;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 684 }
879 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 687 * that is being removed.
882 */ 688 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
885 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
887 else 693 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 695
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) 696 if (op->more)
897 update_object (op->more, action); 697 update_object (op->more, action);
898} 698}
899 699
900static unordered_vector<object *> mortals; 700object::vector object::objects; // not yet used
901 701object *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}
921 702
922object::object () 703object::object ()
923{ 704{
924 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
925 706
936{ 717{
937 count = ++ob_count; 718 count = ++ob_count;
938 uuid = gen_uuid (); 719 uuid = gen_uuid ();
939 720
940 prev = 0; 721 prev = 0;
941 next = objects; 722 next = object::first;
942 723
943 if (objects) 724 if (object::first)
944 objects->prev = this; 725 object::first->prev = this;
945 726
946 objects = this; 727 object::first = this;
947} 728}
948 729
949void object::unlink () 730void object::unlink ()
950{ 731{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == objects) 732 if (this == object::first)
955 objects = next; 733 object::first = next;
956 734
957 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next; 736 if (prev) prev->next = next;
959 if (next) next->prev = prev; 737 if (next) next->prev = prev;
960 738
961 prev = 0; 739 prev = 0;
962 next = 0; 740 next = 0;
963} 741}
964 742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
965object *object::create () 838object *object::create ()
966{ 839{
967 object *op = new object; 840 object *op = new object;
968 op->link (); 841 op->link ();
969 return op; 842 return op;
970} 843}
971 844
972/* 845void
973 * free_object() frees everything allocated by an object, removes 846object::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{ 847{
984 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
985 return; 858 return;
986 859
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
988 remove_friendly_object (this);
989 861
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 863
993 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
994 890
995 if (more) 891 if (more)
996 { 892 {
997 more->free (free_inventory); 893 more->destroy ();
998 more = 0; 894 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 } 895 }
1042 896
1043 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
1044 owner = 0; 898 owner = 0;
1045 enemy = 0; 899 enemy = 0;
1046 attacked_by = 0; 900 attacked_by = 0;
1047 901
1048 /* Remove object from the active list */ 902 // only relevant for players(?), but make sure of it anyways
1049 speed = 0; 903 contr = 0;
1050 update_ob_speed (this); 904}
1051 905
1052 unlink (); 906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
1053 911
1054 mortals.push_back (this); 912 if (destroy_inventory)
913 destroy_inv (false);
914
915 attachable::destroy ();
1055} 916}
1056 917
1057/* 918/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1060 */ 921 */
1061
1062void 922void
1063sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
1064{ 924{
1065 while (op != NULL) 925 while (op != NULL)
1066 { 926 {
1067 if (op->type == CONTAINER) 927 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 929
1071 op->carrying -= weight; 930 op->carrying -= weight;
1072 op = op->env; 931 op = op->env;
1073 } 932 }
1074} 933}
1075 934
1076/* remove_ob(op): 935/* op->remove ():
1077 * This function removes the object op from the linked list of objects 936 * 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 937 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 940 * the previous environment.
1082 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1083 */ 942 */
1084
1085void 943void
1086remove_ob (object *op) 944object::remove ()
1087{ 945{
946 object *tmp, *last = 0;
1088 object * 947 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 948
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)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 950 return;
1107 951
1108 SET_FLAG (op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1109 954
1110 if (op->more != NULL) 955 if (more)
1111 remove_ob (op->more); 956 more->remove ();
1112 957
1113 /* 958 /*
1114 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1115 * inventory. 960 * inventory.
1116 */ 961 */
1117 if (op->env != NULL) 962 if (env)
1118 { 963 {
1119 if (op->nrof) 964 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1121 else 966 else
1122 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1123 968
1124 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 971 * to save cpu time.
1127 */ 972 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 974 otmp->update_stats ();
1130 975
1131 if (op->above != NULL) 976 if (above)
1132 op->above->below = op->below; 977 above->below = below;
1133 else 978 else
1134 op->env->inv = op->below; 979 env->inv = below;
1135 980
1136 if (op->below != NULL) 981 if (below)
1137 op->below->above = op->above; 982 below->above = above;
1138 983
1139 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1142 */ 987 */
1143 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1144 op->map = op->env->map; 989 map = env->map;
1145 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1146 op->env = NULL; 991 env = 0;
1147 } 992 }
1148 else if (op->map) 993 else if (map)
1149 { 994 {
1150 x = op->x; 995 if (type == PLAYER)
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 } 996 {
1164 997 --map->players;
1165 if (op->map != m) 998 map->last_access = runtime;
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
1170 * lots of logic for things we no longer care about
1171 */ 999 }
1000
1172 1001
1173 /* link the object above us */ 1002 /* link the object above us */
1174 if (op->above) 1003 if (above)
1175 op->above->below = op->below; 1004 above->below = below;
1176 else 1005 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1178 1007
1179 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1180 if (op->below) 1009 if (below)
1181 op->below->above = op->above; 1010 below->above = above;
1182 else 1011 else
1183 { 1012 {
1184 /* Nothing below, which means we need to relink map object for this space 1013 /* 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 1014 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1015 * evident
1187 */ 1016 */
1188 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1189 { 1018 {
1190 dump_object (op); 1019 char *dump = dump_object (this);
1191 LOG (llevError, 1020 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); 1021 "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);
1022 free (dump);
1193 dump_object (GET_MAP_OB (m, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1194 LOG (llevError, "%s\n", errmsg); 1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1195 } 1026 }
1196 1027
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1198 } 1029 }
1199 1030
1200 op->above = 0; 1031 above = 0;
1201 op->below = 0; 1032 below = 0;
1202 1033
1203 if (op->map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1204 return; 1035 return;
1205 1036
1206 tag = op->count; 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1038
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1210 { 1040 {
1211 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1212 * being removed. 1042 * being removed.
1213 */ 1043 */
1214 1044
1215 if (tmp->type == PLAYER && tmp != op) 1045 if (tmp->type == PLAYER && tmp != this)
1216 { 1046 {
1217 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1219 * appropriately. 1049 * appropriately.
1220 */ 1050 */
1221 if (tmp->container == op) 1051 if (tmp->container == this)
1222 { 1052 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1054 tmp->container = 0;
1225 } 1055 }
1226 1056
1227 tmp->contr->socket.update_look = 1; 1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1228 } 1059 }
1229 1060
1230 /* See if player moving off should effect something */ 1061 /* See if object 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)) 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1065 {
1233 move_apply (tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1234 1067
1235 if (was_destroyed (op, tag)) 1068 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1070 }
1240 1071
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1243 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1244 tmp->above = NULL; 1075 tmp->above = 0;
1245 1076
1246 last = tmp; 1077 last = tmp;
1247 } 1078 }
1248 1079
1249 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1082 if (!last)
1251 { 1083 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 1084 else
1261 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1262 1086
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1265 } 1089 }
1266} 1090}
1267 1091
1268/* 1092/*
1269 * merge_ob(op,top): 1093 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1278{ 1102{
1279 if (!op->nrof) 1103 if (!op->nrof)
1280 return 0; 1104 return 0;
1281 1105
1282 if (top == NULL) 1106 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1284 1109
1285 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1286 { 1111 {
1287 if (top == op) 1112 if (top == op)
1288 continue; 1113 continue;
1289 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1290 { 1116 {
1291 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1292 1118
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1121 op->destroy ();
1296 free_object (op);
1297 return top; 1122 return top;
1298 } 1123 }
1299 } 1124 }
1300 1125
1301 return NULL; 1126 return 0;
1302} 1127}
1303 1128
1304/* 1129/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1307 */ 1132 */
1308object * 1133object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1135{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1137 {
1318 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1319 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1320 } 1140 }
1321 1141
1340 * Return value: 1160 * Return value:
1341 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1163 * just 'op' otherwise
1344 */ 1164 */
1345
1346object * 1165object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1167{
1349 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1350 sint16 x, y; 1169 sint16 x, y;
1351 1170
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1171 if (QUERY_FLAG (op, FLAG_FREED))
1353 { 1172 {
1354 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL; 1174 return NULL;
1356 } 1175 }
1357 1176
1358 if (m == NULL) 1177 if (!m)
1359 { 1178 {
1360 dump_object (op); 1179 char *dump = dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1362 return op; 1182 return op;
1363 } 1183 }
1364 1184
1365 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1366 { 1186 {
1367 dump_object (op); 1187 char *dump = dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1369#ifdef MANY_CORES 1189#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1190 /* 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 1191 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1192 * improperly inserted.
1373 */ 1193 */
1374 abort (); 1194 abort ();
1375#endif 1195#endif
1196 free (dump);
1376 return op; 1197 return op;
1377 } 1198 }
1378 1199
1379 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 { 1201 {
1381 dump_object (op); 1202 char *dump = dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1383 return op; 1205 return op;
1384 } 1206 }
1385 1207
1386 if (op->more != NULL) 1208 if (op->more)
1387 { 1209 {
1388 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1389 1211
1390 object *more = op->more; 1212 object *more = op->more;
1391 1213
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 { 1230 {
1409 if (!op->head) 1231 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 1233
1412 return NULL; 1234 return 0;
1413 } 1235 }
1414 } 1236 }
1415 1237
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1239
1424 y = op->y; 1246 y = op->y;
1425 1247
1426 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1427 */ 1249 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1431 { 1253 {
1432 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1255 tmp->destroy ();
1434 free_object (tmp);
1435 } 1256 }
1436 1257
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1260
1452 op->below = originator->below; 1273 op->below = originator->below;
1453 1274
1454 if (op->below) 1275 if (op->below)
1455 op->below->above = op; 1276 op->below->above = op;
1456 else 1277 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1458 1279
1459 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1460 originator->below = op; 1281 originator->below = op;
1461 } 1282 }
1462 else 1283 else
1463 { 1284 {
1464 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1466 { 1287 {
1467 object *last = NULL; 1288 object *last = 0;
1468 1289
1469 /* 1290 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1476 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1477 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1478 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1480 */ 1301 */
1481
1482 while (top != NULL) 1302 while (top)
1483 { 1303 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1305 floor = top;
1486 1306
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1330 * stacking is a bit odd.
1511 */ 1331 */
1512 if (!(flag & INS_ON_TOP) && 1332 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)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1514 { 1334 {
1515 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1337 break;
1518 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1541 1361
1542 if (op->above) 1362 if (op->above)
1543 op->above->below = op; 1363 op->above->below = op;
1544 1364
1545 op->below = NULL; 1365 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1547 } 1367 }
1548 else 1368 else
1549 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1550 op->above = top->above; 1370 op->above = top->above;
1551 1371
1554 1374
1555 op->below = top; 1375 op->below = top;
1556 top->above = op; 1376 top->above = op;
1557 } 1377 }
1558 1378
1559 if (op->above == NULL) 1379 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1562 1382
1563 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1564 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1565 1389
1566 /* If we have a floor, we know the player, if any, will be above 1390 /* 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. 1391 * it, so save a few ticks and start from there.
1568 */ 1392 */
1569 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1571 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1573 1397
1574 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1399 * 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 1400 * 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 1401 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1581 * of effect may be sufficient. 1405 * of effect may be sufficient.
1582 */ 1406 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1585 1409
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1588 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1589 /* Don't know if moving this to the end will break anything. However, 1415 /* 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. 1416 * we want to have floorbox_update called before calling this.
1591 * 1417 *
1592 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1421 * update_object().
1597 1423
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* 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) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1426 {
1601 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1602 return NULL; 1428 return 0;
1603 1429
1604 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1431 * walk on's.
1606 */ 1432 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1609 return NULL; 1435 return 0;
1610 } 1436 }
1611 1437
1612 return op; 1438 return op;
1613} 1439}
1614 1440
1615/* this function inserts an object in the map, but if it 1441/* 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. 1442 * 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. 1443 * op is the object to insert it under: supplies x and the map.
1618 */ 1444 */
1619void 1445void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1447{
1622 object * 1448 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1449
1627 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1628 1451
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 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 */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1454 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1455
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1457
1640 tmp1->x = op->x; 1458 tmp1->x = op->x;
1641 tmp1->y = op->y; 1459 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1643} 1467}
1644 1468
1645/* 1469/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array. 1474 * global static errmsg array.
1651 */ 1475 */
1652
1653object * 1476object *
1654get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1655{ 1478{
1656 object * 1479 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1481
1661 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1662 { 1483 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1485 return NULL;
1665 } 1486 }
1666 1487
1667 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1668 1489
1669 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1670 { 1491 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) 1492 else if (!is_removed)
1676 { 1493 {
1677 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1699 1516
1700object * 1517object *
1701decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1702{ 1519{
1703 object *tmp; 1520 object *tmp;
1704 player *pl;
1705 1521
1706 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1523 return op;
1708 1524
1709 if (i > op->nrof) 1525 if (i > op->nrof)
1710 i = op->nrof; 1526 i = op->nrof;
1711 1527
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1529 op->nrof -= i;
1714 else if (op->env != NULL) 1530 else if (op->env)
1715 { 1531 {
1716 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1717 * therein? 1533 * therein?
1718 */ 1534 */
1719 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1540 * and then searching the map for a player.
1725 */ 1541 */
1726 if (!tmp) 1542 if (!tmp)
1727 { 1543 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1730 break; 1547 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1548 }
1736 1549
1737 if (i < op->nrof) 1550 if (i < op->nrof)
1738 { 1551 {
1739 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1553 op->nrof -= i;
1741 if (tmp) 1554 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1744 }
1745 } 1556 }
1746 else 1557 else
1747 { 1558 {
1748 remove_ob (op); 1559 op->remove ();
1749 op->nrof = 0; 1560 op->nrof = 0;
1750 if (tmp) 1561 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1563 }
1755 } 1564 }
1756 else 1565 else
1757 { 1566 {
1758 object *above = op->above; 1567 object *above = op->above;
1759 1568
1760 if (i < op->nrof) 1569 if (i < op->nrof)
1761 op->nrof -= i; 1570 op->nrof -= i;
1762 else 1571 else
1763 { 1572 {
1764 remove_ob (op); 1573 op->remove ();
1765 op->nrof = 0; 1574 op->nrof = 0;
1766 } 1575 }
1767 1576
1768 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1771 { 1580 {
1772 if (op->nrof) 1581 if (op->nrof)
1773 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1774 else 1583 else
1778 1587
1779 if (op->nrof) 1588 if (op->nrof)
1780 return op; 1589 return op;
1781 else 1590 else
1782 { 1591 {
1783 free_object (op); 1592 op->destroy ();
1784 return NULL; 1593 return 0;
1785 } 1594 }
1786} 1595}
1787 1596
1788/* 1597/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1801 op->carrying += weight; 1610 op->carrying += weight;
1802 op = op->env; 1611 op = op->env;
1803 } 1612 }
1804} 1613}
1805 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1806/* 1635/*
1807 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1808 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1809 * inside the object environment. 1638 * inside the object environment.
1810 * 1639 *
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 1640 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1818 */ 1642 */
1819 1643
1820object * 1644object *
1821insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1822{ 1646{
1823 object * 1647 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1648
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1650 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 1651
1847 if (op->more) 1652 if (op->more)
1848 { 1653 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1655 return op;
1852 1657
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1660 if (op->nrof)
1856 { 1661 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1859 { 1664 {
1860 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1666 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1865 */ 1670 */
1866 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1869 op = tmp; 1674 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1677 break;
1873 } 1678 }
1874 1679
1875 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1682 * (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 1683 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1684 * the linking below
1880 */ 1685 */
1881 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1882 } 1687 }
1883 else 1688 else
1884 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1885 1690
1886 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1694 otmp->update_stats ();
1891 }
1892 1695
1893 op->map = NULL; 1696 op->map = 0;
1894 op->env = where; 1697 op->env = this;
1895 op->above = NULL; 1698 op->above = 0;
1896 op->below = NULL; 1699 op->below = 0;
1897 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1898 1701
1899 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1901 { 1704 {
1902#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1907 } 1710 }
1908 1711
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1713 * It sure simplifies this function...
1911 */ 1714 */
1912 if (where->inv == NULL) 1715 if (!inv)
1913 where->inv = op; 1716 inv = op;
1914 else 1717 else
1915 { 1718 {
1916 op->below = where->inv; 1719 op->below = inv;
1917 op->below->above = op; 1720 op->below->above = op;
1918 where->inv = op; 1721 inv = op;
1919 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1920 return op; 1726 return op;
1921} 1727}
1922 1728
1923/* 1729/*
1924 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1938 * 1744 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1940 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1747 * on top.
1942 */ 1748 */
1943
1944int 1749int
1945check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1946{ 1751{
1947 object * 1752 object *tmp;
1948 tmp; 1753 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1754 int x = op->x, y = op->y;
1955 1755
1956 MoveType 1756 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1757
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1759 return 0;
1963
1964 tag = op->count;
1965 1760
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1761 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); 1762 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); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1764
1985 1780
1986 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1988 */ 1783 */
1989 1784
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1991 { 1786 {
1992 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1789 * we don't need to check all of them.
1995 */ 1790 */
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 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)) 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1827 {
2033 move_apply (tmp, op, originator); 1828 move_apply (tmp, op, originator);
2034 1829
2035 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
2036 return 1; 1831 return 1;
2037 1832
2038 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
2050/* 1845/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2054 */ 1849 */
2055
2056object * 1850object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1852{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
2063 { 1854 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1856 return NULL;
2066 } 1857 }
1858
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068 if (tmp->arch == at) 1860 if (tmp->arch == at)
2069 return tmp; 1861 return tmp;
1862
2070 return NULL; 1863 return NULL;
2071} 1864}
2072 1865
2073/* 1866/*
2074 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
2077 */ 1870 */
2078
2079object * 1871object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
2081{ 1873{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
2086 { 1875 {
2087 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1877 return NULL;
2089 } 1878 }
1879
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2091 if (tmp->type == type) 1881 if (tmp->type == type)
2092 return tmp; 1882 return tmp;
1883
2093 return NULL; 1884 return NULL;
2094} 1885}
2095 1886
2096/* 1887/*
2097 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2100 */ 1891 */
2101
2102object * 1892object *
2103present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2104{ 1894{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1896 if (tmp->type == type)
2110 return tmp; 1897 return tmp;
1898
2111 return NULL; 1899 return NULL;
2112} 1900}
2113 1901
2114/* 1902/*
2115 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1911 * 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 1912 * 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 1913 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1914 * to be unique.
2127 */ 1915 */
2128
2129object * 1916object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1918{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1921 return tmp;
2139 } 1922
2140 return NULL; 1923 return 0;
2141} 1924}
2142 1925
2143/* 1926/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2147 */ 1930 */
2148
2149object * 1931object *
2150present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2151{ 1933{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1935 if (tmp->arch == at)
2157 return tmp; 1936 return tmp;
1937
2158 return NULL; 1938 return NULL;
2159} 1939}
2160 1940
2161/* 1941/*
2162 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2163 */ 1943 */
2164void 1944void
2165flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2166{ 1946{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1947 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1949 {
2173 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2175 } 1952 }
2176} /* 1953}
1954
1955/*
2177 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2178 */ 1957 */
2179void 1958void
2180unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2181{ 1960{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1961 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1963 {
2188 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2190 } 1966 }
2191} 1967}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 1972 * 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. 1973 * him/her-self and all object carried by a call to this function.
2198 */ 1974 */
2199
2200void 1975void
2201set_cheat (object *op) 1976set_cheat (object *op)
2202{ 1977{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * 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 1999 * 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 2000 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 2001 * customized, changed states, etc.
2227 */ 2002 */
2228
2229int 2003int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 2005{
2232 int
2233 i,
2234 index = 0, flag; 2006 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2237 2008
2238 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2239 { 2010 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 2012 if (!flag)
2242 altern[index++] = i; 2013 altern [index++] = i;
2243 2014
2244 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* 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. 2016 * 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 - 2017 * 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 2018 * 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 2019 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2251 */ 2022 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2024 stop = maxfree[i];
2254 } 2025 }
2026
2255 if (!index) 2027 if (!index)
2256 return -1; 2028 return -1;
2029
2257 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2258} 2031}
2259 2032
2260/* 2033/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2036 * 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. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2038 */
2266
2267int 2039int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2041{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2044 return i;
2277 } 2045
2278 return -1; 2046 return -1;
2279} 2047}
2280 2048
2281/* 2049/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2053 */
2285static void 2054static void
2286permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2287{ 2056{
2288 int 2057 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2058 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2059
2299 tmp = arr[i]; 2060 while (--end)
2300 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2062}
2304 2063
2305/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2065 * 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 2066 * 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. 2069 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2070 */
2312void 2071void
2313get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2314{ 2073{
2315 int 2074 int i;
2316 i;
2317 2075
2318 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2077 search_arr[i] = i;
2321 }
2322 2078
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2082}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * 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 2092 * 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 2093 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2094 * there is capable of.
2339 */ 2095 */
2340
2341int 2096int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2098{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2347 2100
2348 sint16 nx, ny; 2101 sint16 nx, ny;
2349 object * 2102 object *tmp;
2350 tmp; 2103 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2104
2354 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2355 2106
2356 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2357 { 2108 {
2369 mp = m; 2120 mp = m;
2370 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2372 2123
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2374 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2127 max = maxfree[i];
2377 }
2378 else 2128 else
2379 { 2129 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2381 2133
2382 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2135 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2387 { 2137 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2139 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))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2141 break;
2393 } 2142
2394 }
2395 if (tmp) 2143 if (tmp)
2396 {
2397 return freedir[i]; 2144 return freedir[i];
2398 }
2399 } 2145 }
2400 } 2146 }
2401 } 2147 }
2148
2402 return 0; 2149 return 0;
2403} 2150}
2404 2151
2405/* 2152/*
2406 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2154 * distance between the two given objects.
2408 */ 2155 */
2409
2410int 2156int
2411distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2412{ 2158{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2160}
2419 2161
2420/* 2162/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * 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 2164 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2424 */ 2166 */
2425
2426int 2167int
2427find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2428{ 2169{
2429 int 2170 int q;
2430 q;
2431 2171
2432 if (y) 2172 if (y)
2433 q = x * 100 / y; 2173 q = x * 100 / y;
2434 else if (x) 2174 else if (x)
2435 q = -300 * x; 2175 q = -300 * x;
2470int 2210int
2471absdir (int d) 2211absdir (int d)
2472{ 2212{
2473 while (d < 1) 2213 while (d < 1)
2474 d += 8; 2214 d += 8;
2215
2475 while (d > 8) 2216 while (d > 8)
2476 d -= 8; 2217 d -= 8;
2218
2477 return d; 2219 return d;
2478} 2220}
2479 2221
2480/* 2222/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2483 */ 2225 */
2484 2226
2485int 2227int
2486dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2487{ 2229{
2488 int 2230 int d;
2489 d;
2490 2231
2491 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2492 if (d > 4) 2233 if (d > 4)
2493 d = 8 - d; 2234 d = 8 - d;
2235
2494 return d; 2236 return d;
2495} 2237}
2496 2238
2497/* peterm: 2239/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * 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 2243 * 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. 2244 * 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 2245 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2246 * functions.
2505 */ 2247 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2303 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2565 */ 2305 */
2566
2567
2568int 2306int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2308{
2571 sint16 dx, dy; 2309 sint16 dx, dy;
2572 int
2573 mflags; 2310 int mflags;
2574 2311
2575 if (dir < 0) 2312 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2577 2314
2578 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2591 return 0; 2328 return 0;
2592 2329
2593 /* yes, can see. */ 2330 /* yes, can see. */
2594 if (dir < 9) 2331 if (dir < 9)
2595 return 1; 2332 return 1;
2333
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 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]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2337}
2599
2600
2601 2338
2602/* 2339/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2340 * 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 2341 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (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)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2356}
2620 2357
2621
2622/* 2358/*
2623 * create clone from object to another 2359 * create clone from object to another
2624 */ 2360 */
2625object * 2361object *
2626object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2627{ 2363{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2365
2631 if (!asrc) 2366 if (!asrc)
2632 return NULL; 2367 return 0;
2368
2633 src = asrc; 2369 src = asrc;
2634 if (src->head) 2370 if (src->head)
2635 src = src->head; 2371 src = src->head;
2636 2372
2637 prev = NULL; 2373 prev = 0;
2638 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2639 { 2375 {
2640 tmp = get_object (); 2376 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2377 tmp->x -= src->x;
2643 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2644 if (!part->head) 2380 if (!part->head)
2645 { 2381 {
2646 dst = tmp; 2382 dst = tmp;
2647 tmp->head = NULL; 2383 tmp->head = 0;
2648 } 2384 }
2649 else 2385 else
2650 {
2651 tmp->head = dst; 2386 tmp->head = dst;
2652 } 2387
2653 tmp->more = NULL; 2388 tmp->more = 0;
2389
2654 if (prev) 2390 if (prev)
2655 prev->more = tmp; 2391 prev->more = tmp;
2392
2656 prev = tmp; 2393 prev = tmp;
2657 } 2394 }
2658 2395
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2398
2665 return dst; 2399 return dst;
2666} 2400}
2667 2401
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. */ 2402/* 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 */ 2403/* 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, */ 2404/* 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. */ 2405/* 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. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2688
2689object * 2408object *
2690load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2691{ 2410{
2692 object * 2411 object *op;
2693 op;
2694 char
2695 filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2696 2413
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698 2415
2699 FILE *
2700 tempfile = fopen (filename, "w"); 2416 FILE *tempfile = fopen (filename, "w");
2701 2417
2702 if (tempfile == NULL) 2418 if (tempfile == NULL)
2703 { 2419 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL; 2421 return NULL;
2706 } 2422 }
2707 2423
2708 fprintf (tempfile, obstr); 2424 fprintf (tempfile, obstr);
2709 fclose (tempfile); 2425 fclose (tempfile);
2710 2426
2711 op = get_object (); 2427 op = object::create ();
2712 2428
2713 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2714 2430
2715 if (thawer) 2431 if (thawer)
2716 load_object (thawer, op, 0); 2432 load_object (thawer, op, 0);
2726 * returns NULL if no match. 2442 * returns NULL if no match.
2727 */ 2443 */
2728object * 2444object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2446{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2449 return tmp;
2737 2450
2738 return NULL; 2451 return 0;
2739} 2452}
2740 2453
2741/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2455 * otherwise return NULL.
2743 * 2456 *
2745 * do the desired thing. 2458 * do the desired thing.
2746 */ 2459 */
2747key_value * 2460key_value *
2748get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2749{ 2462{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2464 if (link->key == key)
2756 {
2757 return link; 2465 return link;
2758 }
2759 }
2760 2466
2761 return NULL; 2467 return 0;
2762} 2468}
2763 2469
2764/* 2470/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2472 *
2806 * Returns TRUE on success. 2512 * Returns TRUE on success.
2807 */ 2513 */
2808int 2514int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2516{
2811 key_value *
2812 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2813 2518
2814 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2520 {
2816 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2817 { 2522 {
2845 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2846 2551
2847 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2848 2553
2849 if (!add_key) 2554 if (!add_key)
2850 {
2851 return FALSE; 2555 return FALSE;
2852 } 2556
2853 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2857 * should pass in "" 2561 * should pass in ""
2923 2627
2924 if (env) 2628 if (env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2630
2927 if (map) 2631 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2633
2930 return info; 2634 return info;
2931} 2635}
2932 2636
2933const char * 2637const char *

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