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Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 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. */
30#include <sys/types.h> 29#include <sys/types.h>
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>
34
35#include <bitset>
35 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
105 _exit (1); 106 _exit (1);
106 } 107 }
107 108
108 uuid.seq = uid; 109 uuid.seq = uid;
109 write_uuid (); 110 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 112 fclose (fp);
112} 113}
113 114
114UUID 115UUID
115gen_uuid () 116gen_uuid ()
140 * 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
141 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
142 */ 143 */
143 144
144 /* For each field in wants, */ 145 /* For each field in wants, */
145 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)
146 { 147 {
147 key_value *has_field; 148 key_value *has_field;
148 149
149 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
184 * 185 *
185 * 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
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
188 * 189 *
189 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
190 * 191 *
191 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
192 * check weight 193 * check weight
193 */ 194 */
194
195bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
196{ 196{
197 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
198 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)
199 return 0; 203 return 0;
200 204
201 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* 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
205 * 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
206 * used to store nrof). 208 * used to store nrof).
207 */ 209 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 221
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 224
223 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
253 (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)
254 return 0; 250 return 0;
255 251
256 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 253 * check all objects in the inventory.
258 */ 254 */
261 /* 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 */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 259 return 0;
264 260
265 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 263 return 0;
268 264
269 /* 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
270 * if it is valid. 266 * if it is valid.
271 */ 267 */
280 276
281 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
283 * check? 279 * check?
284 */ 280 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 282 return 0;
287 283
288 switch (ob1->type) 284 switch (ob1->type)
289 { 285 {
290 case SCROLL: 286 case SCROLL:
355 op = op->env; 351 op = op->env;
356 return op; 352 return op;
357} 353}
358 354
359/* 355/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 357 * Some error messages.
377 * 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.
378 */ 359 */
379 360
380void 361char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 362dump_object (object *op)
436{ 363{
437 if (op == NULL) 364 if (!op)
438 { 365 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 366
446void 367 object_freezer freezer;
447dump_all_objects (void) 368 save_object (freezer, op, 1);
448{ 369 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 370}
457 371
458/* 372/*
459 * 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
460 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
480 */ 394 */
481 395
482object * 396object *
483find_object (tag_t i) 397find_object (tag_t i)
484{ 398{
485 object *op;
486
487 for (op = object::first; op != NULL; op = op->next) 399 for (object *op = object::first; op; op = op->next)
488 if (op->count == i) 400 if (op->count == i)
489 break; 401 return op;
402
490 return op; 403 return 0;
491} 404}
492 405
493/* 406/*
494 * 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.
495 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * 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,
614 * 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
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 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;
664} 535}
665 536
666/* 537/*
667 * 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
668 * 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
669 * 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.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * 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
683 * 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.
684 * 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.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate (false);
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 deactivate (false);
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 572}
748 573
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = P_NEED_UPDATE;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897} 663}
898 664
899object::vector object::mortals;
900object::vector object::objects; // not yet used 665object::vector object::objects; // not yet used
901object *object::first; 666object *object::first;
902 667
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object () 668object::object ()
924{ 669{
925 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
926 671
927 expmul = 1.0; 672 expmul = 1.0;
947 object::first = this; 692 object::first = this;
948} 693}
949 694
950void object::unlink () 695void object::unlink ()
951{ 696{
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first) 697 if (this == object::first)
956 object::first = next; 698 object::first = next;
957 699
958 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next; 701 if (prev) prev->next = next;
961 703
962 prev = 0; 704 prev = 0;
963 next = 0; 705 next = 0;
964} 706}
965 707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
814}
815
966object *object::create () 816object *object::create ()
967{ 817{
968 object *op = new object; 818 object *op = new object;
969 op->link (); 819 op->link ();
970 return op; 820 return op;
971} 821}
972 822
973/* 823void
974 * free_object() frees everything allocated by an object, removes 824object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 825{
985 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
986 return; 836 return;
987 837
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 838 set_speed (0);
989 remove_friendly_object (this);
990 839
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 840 flag [FLAG_FREED] = 1;
992 remove_ob (this);
993 841
994 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
995 868
996 if (more) 869 if (more)
997 { 870 {
998 more->free (free_inventory); 871 more->destroy ();
999 more = 0; 872 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 873 }
1043 874
1044 // clear those pointers that likely might have circular references to us 875 // clear those pointers that likely might have circular references to us
1045 owner = 0; 876 owner = 0;
1046 enemy = 0; 877 enemy = 0;
1047 attacked_by = 0; 878 attacked_by = 0;
1048 879
1049 /* Remove object from the active list */ 880 // only relevant for players(?), but make sure of it anyways
1050 speed = 0; 881 contr = 0;
1051 update_ob_speed (this); 882}
1052 883
1053 unlink (); 884void
885object::destroy (bool destroy_inventory)
886{
887 if (destroyed ())
888 return;
1054 889
1055 mortals.push_back (this); 890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
1056} 894}
1057 895
1058/* 896/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
1061 */ 899 */
1062
1063void 900void
1064sub_weight (object *op, signed long weight) 901sub_weight (object *op, signed long weight)
1065{ 902{
1066 while (op != NULL) 903 while (op != NULL)
1067 { 904 {
1071 op->carrying -= weight; 908 op->carrying -= weight;
1072 op = op->env; 909 op = op->env;
1073 } 910 }
1074} 911}
1075 912
1076/* remove_ob(op): 913/* op->remove ():
1077 * This function removes the object op from the linked list of objects 914 * 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 915 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 916 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 917 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 918 * the previous environment.
1082 * Beware: This function is called from the editor as well! 919 * Beware: This function is called from the editor as well!
1083 */ 920 */
1084
1085void 921void
1086remove_ob (object *op) 922object::remove ()
1087{ 923{
1088 object *tmp, *last = 0; 924 object *tmp, *last = 0;
1089 object *otmp; 925 object *otmp;
1090 926
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 928 return;
1099 929
1100 SET_FLAG (op, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1101 932
1102 if (op->more != NULL) 933 if (more)
1103 remove_ob (op->more); 934 more->remove ();
1104 935
1105 /* 936 /*
1106 * In this case, the object to be removed is in someones 937 * In this case, the object to be removed is in someones
1107 * inventory. 938 * inventory.
1108 */ 939 */
1109 if (op->env != NULL) 940 if (env)
1110 { 941 {
1111 if (op->nrof) 942 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 943 sub_weight (env, weight * nrof);
1113 else 944 else
1114 sub_weight (op->env, op->weight + op->carrying); 945 sub_weight (env, weight + carrying);
1115 946
1116 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 949 * to save cpu time.
1119 */ 950 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 952 otmp->update_stats ();
1122 953
1123 if (op->above != NULL) 954 if (above)
1124 op->above->below = op->below; 955 above->below = below;
1125 else 956 else
1126 op->env->inv = op->below; 957 env->inv = below;
1127 958
1128 if (op->below != NULL) 959 if (below)
1129 op->below->above = op->above; 960 below->above = above;
1130 961
1131 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
1134 */ 965 */
1135 op->x = op->env->x, op->y = op->env->y; 966 x = env->x, y = env->y;
1136 op->map = op->env->map; 967 map = env->map;
1137 op->above = NULL, op->below = NULL; 968 above = 0, below = 0;
1138 op->env = NULL; 969 env = 0;
1139 } 970 }
1140 else if (op->map) 971 else if (map)
1141 { 972 {
1142 x = op->x; 973 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 } 974 {
1156 975 --map->players;
1157 if (op->map != m) 976 map->last_access = runtime;
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */ 977 }
978
1164 979
1165 /* link the object above us */ 980 /* link the object above us */
1166 if (op->above) 981 if (above)
1167 op->above->below = op->below; 982 above->below = below;
1168 else 983 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 984 map->at (x, y).top = below; /* we were top, set new top */
1170 985
1171 /* Relink the object below us, if there is one */ 986 /* Relink the object below us, if there is one */
1172 if (op->below) 987 if (below)
1173 op->below->above = op->above; 988 below->above = above;
1174 else 989 else
1175 { 990 {
1176 /* Nothing below, which means we need to relink map object for this space 991 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 992 * use translated coordinates in case some oddness with map tiling is
1178 * evident 993 * evident
1179 */ 994 */
1180 if (GET_MAP_OB (m, x, y) != op) 995 if (GET_MAP_OB (map, x, y) != this)
1181 { 996 {
1182 dump_object (op); 997 char *dump = dump_object (this);
1183 LOG (llevError, 998 LOG (llevError,
1184 "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); 999 "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);
1000 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1187 } 1004 }
1188 1005
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1190 } 1007 }
1191 1008
1192 op->above = 0; 1009 above = 0;
1193 op->below = 0; 1010 below = 0;
1194 1011
1195 if (op->map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1196 return; 1013 return;
1197 1014
1198 tag = op->count; 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1016
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 1018 {
1203 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1204 * being removed. 1020 * being removed.
1205 */ 1021 */
1206 1022
1207 if (tmp->type == PLAYER && tmp != op) 1023 if (tmp->type == PLAYER && tmp != this)
1208 { 1024 {
1209 /* If a container that the player is currently using somehow gets 1025 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1211 * appropriately. 1027 * appropriately.
1212 */ 1028 */
1213 if (tmp->container == op) 1029 if (tmp->container == this)
1214 { 1030 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1032 tmp->container = 0;
1217 } 1033 }
1218 1034
1219 tmp->contr->socket.update_look = 1; 1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1220 } 1037 }
1221 1038
1222 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1040 if (check_walk_off
1041 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1043 {
1225 move_apply (tmp, op, NULL); 1044 move_apply (tmp, this, 0);
1226 1045
1227 if (was_destroyed (op, tag)) 1046 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1048 }
1232 1049
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1236 tmp->above = NULL; 1053 tmp->above = 0;
1237 1054
1238 last = tmp; 1055 last = tmp;
1239 } 1056 }
1240 1057
1241 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1060 if (!last)
1243 { 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1062 else
1253 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1254 1064
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1066 update_all_los (map, x, y);
1257 } 1067 }
1258} 1068}
1259 1069
1260/* 1070/*
1261 * merge_ob(op,top): 1071 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1270{ 1080{
1271 if (!op->nrof) 1081 if (!op->nrof)
1272 return 0; 1082 return 0;
1273 1083
1274 if (top == NULL) 1084 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1276 1087
1277 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1278 { 1089 {
1279 if (top == op) 1090 if (top == op)
1280 continue; 1091 continue;
1281 if (CAN_MERGE (op, top)) 1092
1093 if (object::can_merge (op, top))
1282 { 1094 {
1283 top->nrof += op->nrof; 1095 top->nrof += op->nrof;
1284 1096
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1098 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1099 op->destroy ();
1288 free_object (op);
1289 return top; 1100 return top;
1290 } 1101 }
1291 } 1102 }
1292 1103
1293 return 0; 1104 return 0;
1296/* 1107/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1299 */ 1110 */
1300object * 1111object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1113{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1115 {
1310 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1312 } 1118 }
1313 1119
1332 * Return value: 1138 * Return value:
1333 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1141 * just 'op' otherwise
1336 */ 1142 */
1337
1338object * 1143object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1145{
1341 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1147 sint16 x, y;
1343 1148
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1149 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1150 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1152 return NULL;
1348 } 1153 }
1349 1154
1350 if (m == NULL) 1155 if (!m)
1351 { 1156 {
1352 dump_object (op); 1157 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1354 return op; 1160 return op;
1355 } 1161 }
1356 1162
1357 if (out_of_map (m, op->x, op->y)) 1163 if (out_of_map (m, op->x, op->y))
1358 { 1164 {
1359 dump_object (op); 1165 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1167#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1168 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1169 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1170 * improperly inserted.
1365 */ 1171 */
1366 abort (); 1172 abort ();
1367#endif 1173#endif
1174 free (dump);
1368 return op; 1175 return op;
1369 } 1176 }
1370 1177
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1179 {
1373 dump_object (op); 1180 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1375 return op; 1183 return op;
1376 } 1184 }
1377 1185
1378 if (op->more != NULL) 1186 if (op->more)
1379 { 1187 {
1380 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1381 1189
1382 object *more = op->more; 1190 object *more = op->more;
1383 1191
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1208 {
1401 if (!op->head) 1209 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1211
1404 return NULL; 1212 return 0;
1405 } 1213 }
1406 } 1214 }
1407 1215
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1217
1416 y = op->y; 1224 y = op->y;
1417 1225
1418 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1419 */ 1227 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1230 if (object::can_merge (op, tmp))
1423 { 1231 {
1424 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1233 tmp->destroy ();
1426 free_object (tmp);
1427 } 1234 }
1428 1235
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1238
1444 op->below = originator->below; 1251 op->below = originator->below;
1445 1252
1446 if (op->below) 1253 if (op->below)
1447 op->below->above = op; 1254 op->below->above = op;
1448 else 1255 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1256 op->ms ().bot = op;
1450 1257
1451 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1452 originator->below = op; 1259 originator->below = op;
1453 } 1260 }
1454 else 1261 else
1455 { 1262 {
1456 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1265 {
1459 object *last = NULL; 1266 object *last = 0;
1460 1267
1461 /* 1268 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1472 */ 1279 */
1473
1474 while (top != NULL) 1280 while (top)
1475 { 1281 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1283 floor = top;
1478 1284
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1500 * If INS_ON_TOP is used, don't do this processing 1306 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1307 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1308 * stacking is a bit odd.
1503 */ 1309 */
1504 if (!(flag & INS_ON_TOP) && 1310 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1312 {
1507 for (last = top; last != floor; last = last->below) 1313 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1315 break;
1510 /* Check to see if we found the object that blocks view, 1316 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1339
1534 if (op->above) 1340 if (op->above)
1535 op->above->below = op; 1341 op->above->below = op;
1536 1342
1537 op->below = NULL; 1343 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1539 } 1345 }
1540 else 1346 else
1541 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1542 op->above = top->above; 1348 op->above = top->above;
1543 1349
1546 1352
1547 op->below = top; 1353 op->below = top;
1548 top->above = op; 1354 top->above = op;
1549 } 1355 }
1550 1356
1551 if (op->above == NULL) 1357 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1358 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1554 1360
1555 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1556 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1557 1367
1558 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1560 */ 1370 */
1561 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1565 1375
1566 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1573 * of effect may be sufficient. 1383 * of effect may be sufficient.
1574 */ 1384 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1577 1387
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1580 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1581 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1583 * 1395 *
1584 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1399 * update_object().
1589 1401
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1404 {
1593 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1594 return NULL; 1406 return 0;
1595 1407
1596 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1409 * walk on's.
1598 */ 1410 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1601 return NULL; 1413 return 0;
1602 } 1414 }
1603 1415
1604 return op; 1416 return op;
1605} 1417}
1606 1418
1607/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1610 */ 1422 */
1611void 1423void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1425{
1614 object * 1426 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1427
1619 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1620 1429
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1432 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1433
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1435
1632 tmp1->x = op->x; 1436 tmp1->x = op->x;
1633 tmp1->y = op->y; 1437 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1445}
1636 1446
1637/* 1447/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1452 * global static errmsg array.
1643 */ 1453 */
1644
1645object * 1454object *
1646get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1647{ 1456{
1648 object * 1457 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1459
1653 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1654 { 1461 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1463 return NULL;
1657 } 1464 }
1658 1465
1659 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1660 1467
1661 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1662 { 1469 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1470 else if (!is_removed)
1668 { 1471 {
1669 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1494
1692object * 1495object *
1693decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1694{ 1497{
1695 object *tmp; 1498 object *tmp;
1696 player *pl;
1697 1499
1698 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1501 return op;
1700 1502
1701 if (i > op->nrof) 1503 if (i > op->nrof)
1702 i = op->nrof; 1504 i = op->nrof;
1703 1505
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1507 op->nrof -= i;
1706 else if (op->env != NULL) 1508 else if (op->env)
1707 { 1509 {
1708 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1709 * therein? 1511 * therein?
1710 */ 1512 */
1711 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1518 * and then searching the map for a player.
1717 */ 1519 */
1718 if (!tmp) 1520 if (!tmp)
1719 { 1521 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1722 break; 1525 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1526 }
1728 1527
1729 if (i < op->nrof) 1528 if (i < op->nrof)
1730 { 1529 {
1731 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1531 op->nrof -= i;
1733 if (tmp) 1532 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1736 }
1737 } 1534 }
1738 else 1535 else
1739 { 1536 {
1740 remove_ob (op); 1537 op->remove ();
1741 op->nrof = 0; 1538 op->nrof = 0;
1742 if (tmp) 1539 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1541 }
1747 } 1542 }
1748 else 1543 else
1749 { 1544 {
1750 object *above = op->above; 1545 object *above = op->above;
1751 1546
1752 if (i < op->nrof) 1547 if (i < op->nrof)
1753 op->nrof -= i; 1548 op->nrof -= i;
1754 else 1549 else
1755 { 1550 {
1756 remove_ob (op); 1551 op->remove ();
1757 op->nrof = 0; 1552 op->nrof = 0;
1758 } 1553 }
1759 1554
1760 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1763 { 1558 {
1764 if (op->nrof) 1559 if (op->nrof)
1765 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1766 else 1561 else
1770 1565
1771 if (op->nrof) 1566 if (op->nrof)
1772 return op; 1567 return op;
1773 else 1568 else
1774 { 1569 {
1775 free_object (op); 1570 op->destroy ();
1776 return NULL; 1571 return 0;
1777 } 1572 }
1778} 1573}
1779 1574
1780/* 1575/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1588 op->carrying += weight;
1794 op = op->env; 1589 op = op->env;
1795 } 1590 }
1796} 1591}
1797 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1798/* 1613/*
1799 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1800 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1801 * inside the object environment. 1616 * inside the object environment.
1802 * 1617 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1810 */ 1620 */
1811 1621
1812object * 1622object *
1813insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1814{ 1624{
1815 object * 1625 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1626
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1628 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1629
1839 if (op->more) 1630 if (op->more)
1840 { 1631 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1633 return op;
1844 1635
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1638 if (op->nrof)
1848 { 1639 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1851 { 1642 {
1852 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1644 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1857 */ 1648 */
1858 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1861 op = tmp; 1652 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1655 break;
1865 } 1656 }
1866 1657
1867 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1662 * the linking below
1872 */ 1663 */
1873 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1874 } 1665 }
1875 else 1666 else
1876 add_weight (where, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1877 1668
1878 otmp = is_player_inv (where); 1669 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1670 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1672 otmp->update_stats ();
1883 }
1884 1673
1885 op->map = NULL; 1674 op->map = 0;
1886 op->env = where; 1675 op->env = this;
1887 op->above = NULL; 1676 op->above = 0;
1888 op->below = NULL; 1677 op->below = 0;
1889 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1890 1679
1891 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1681 if ((op->glow_radius != 0) && map)
1893 { 1682 {
1894#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1686 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1687 update_all_los (map, x, y);
1899 } 1688 }
1900 1689
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1691 * It sure simplifies this function...
1903 */ 1692 */
1904 if (where->inv == NULL) 1693 if (!inv)
1905 where->inv = op; 1694 inv = op;
1906 else 1695 else
1907 { 1696 {
1908 op->below = where->inv; 1697 op->below = inv;
1909 op->below->above = op; 1698 op->below->above = op;
1910 where->inv = op; 1699 inv = op;
1911 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1912 return op; 1704 return op;
1913} 1705}
1914 1706
1915/* 1707/*
1916 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1930 * 1722 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1725 * on top.
1934 */ 1726 */
1935
1936int 1727int
1937check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1938{ 1729{
1939 object * 1730 object *tmp;
1940 tmp; 1731 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1947 1733
1948 MoveType 1734 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1735
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1737 return 0;
1955
1956 tag = op->count;
1957 1738
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1742
1977 1758
1978 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1980 */ 1761 */
1981 1762
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1983 { 1764 {
1984 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1767 * we don't need to check all of them.
1987 */ 1768 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1805 {
2025 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
2026 1807
2027 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
2028 return 1; 1809 return 1;
2029 1810
2030 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2042/* 1823/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2046 */ 1827 */
2047
2048object * 1828object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1830{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2055 { 1832 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1834 return NULL;
2058 } 1835 }
1836
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2060 if (tmp->arch == at) 1838 if (tmp->arch == at)
2061 return tmp; 1839 return tmp;
1840
2062 return NULL; 1841 return NULL;
2063} 1842}
2064 1843
2065/* 1844/*
2066 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2069 */ 1848 */
2070
2071object * 1849object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2073{ 1851{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2078 { 1853 {
2079 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1855 return NULL;
2081 } 1856 }
1857
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2083 if (tmp->type == type) 1859 if (tmp->type == type)
2084 return tmp; 1860 return tmp;
1861
2085 return NULL; 1862 return NULL;
2086} 1863}
2087 1864
2088/* 1865/*
2089 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2092 */ 1869 */
2093
2094object * 1870object *
2095present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2096{ 1872{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1874 if (tmp->type == type)
2102 return tmp; 1875 return tmp;
1876
2103 return NULL; 1877 return NULL;
2104} 1878}
2105 1879
2106/* 1880/*
2107 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1892 * to be unique.
2119 */ 1893 */
2120
2121object * 1894object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1896{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1899 return tmp;
2131 } 1900
2132 return NULL; 1901 return 0;
2133} 1902}
2134 1903
2135/* 1904/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2139 */ 1908 */
2140
2141object * 1909object *
2142present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2143{ 1911{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1913 if (tmp->arch == at)
2149 return tmp; 1914 return tmp;
1915
2150 return NULL; 1916 return NULL;
2151} 1917}
2152 1918
2153/* 1919/*
2154 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2155 */ 1921 */
2156void 1922void
2157flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2158{ 1924{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1925 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1927 {
2165 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2167 } 1930 }
2168} /* 1931}
1932
1933/*
2169 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2170 */ 1935 */
2171void 1936void
2172unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2173{ 1938{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1939 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1941 {
2180 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2182 } 1944 }
2183} 1945}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2190 */ 1952 */
2191
2192void 1953void
2193set_cheat (object *op) 1954set_cheat (object *op)
2194{ 1955{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1979 * customized, changed states, etc.
2219 */ 1980 */
2220
2221int 1981int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1983{
2224 int
2225 i,
2226 index = 0, flag; 1984 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2229 1986
2230 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2231 { 1988 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1990 if (!flag)
2234 altern[index++] = i; 1991 altern [index++] = i;
2235 1992
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2243 */ 2000 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 2002 stop = maxfree[i];
2246 } 2003 }
2004
2247 if (!index) 2005 if (!index)
2248 return -1; 2006 return -1;
2007
2249 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2250} 2009}
2251 2010
2252/* 2011/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2016 */
2258
2259int 2017int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2019{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2022 return i;
2269 } 2023
2270 return -1; 2024 return -1;
2271} 2025}
2272 2026
2273/* 2027/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2031 */
2277static void 2032static void
2278permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2279{ 2034{
2280 int 2035 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2036 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2037
2291 tmp = arr[i]; 2038 while (--end)
2292 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2040}
2296 2041
2297/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2048 */
2304void 2049void
2305get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2306{ 2051{
2307 int 2052 int i;
2308 i;
2309 2053
2310 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2055 search_arr[i] = i;
2313 }
2314 2056
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2060}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2072 * there is capable of.
2331 */ 2073 */
2332
2333int 2074int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2076{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2339 2078
2340 sint16 nx, ny; 2079 sint16 nx, ny;
2341 object * 2080 object *tmp;
2342 tmp; 2081 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2082
2346 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2347 2084
2348 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2349 { 2086 {
2361 mp = m; 2098 mp = m;
2362 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2364 2101
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2366 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2105 max = maxfree[i];
2369 }
2370 else 2106 else
2371 { 2107 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2373 2111
2374 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2113 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2379 { 2115 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2119 break;
2385 } 2120
2386 }
2387 if (tmp) 2121 if (tmp)
2388 {
2389 return freedir[i]; 2122 return freedir[i];
2390 }
2391 } 2123 }
2392 } 2124 }
2393 } 2125 }
2126
2394 return 0; 2127 return 0;
2395} 2128}
2396 2129
2397/* 2130/*
2398 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2132 * distance between the two given objects.
2400 */ 2133 */
2401
2402int 2134int
2403distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2404{ 2136{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2138}
2411 2139
2412/* 2140/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2416 */ 2144 */
2417
2418int 2145int
2419find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2420{ 2147{
2421 int 2148 int q;
2422 q;
2423 2149
2424 if (y) 2150 if (y)
2425 q = x * 100 / y; 2151 q = x * 100 / y;
2426 else if (x) 2152 else if (x)
2427 q = -300 * x; 2153 q = -300 * x;
2462int 2188int
2463absdir (int d) 2189absdir (int d)
2464{ 2190{
2465 while (d < 1) 2191 while (d < 1)
2466 d += 8; 2192 d += 8;
2193
2467 while (d > 8) 2194 while (d > 8)
2468 d -= 8; 2195 d -= 8;
2196
2469 return d; 2197 return d;
2470} 2198}
2471 2199
2472/* 2200/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2203 */
2476 2204
2477int 2205int
2478dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2479{ 2207{
2480 int 2208 int d;
2481 d;
2482 2209
2483 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2484 if (d > 4) 2211 if (d > 4)
2485 d = 8 - d; 2212 d = 8 - d;
2213
2486 return d; 2214 return d;
2487} 2215}
2488 2216
2489/* peterm: 2217/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2224 * functions.
2497 */ 2225 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2281 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2557 */ 2283 */
2558
2559
2560int 2284int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2286{
2563 sint16 dx, dy; 2287 sint16 dx, dy;
2564 int
2565 mflags; 2288 int mflags;
2566 2289
2567 if (dir < 0) 2290 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2569 2292
2570 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2583 return 0; 2306 return 0;
2584 2307
2585 /* yes, can see. */ 2308 /* yes, can see. */
2586 if (dir < 9) 2309 if (dir < 9)
2587 return 1; 2310 return 1;
2311
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2315}
2591
2592
2593 2316
2594/* 2317/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2334}
2612 2335
2613
2614/* 2336/*
2615 * create clone from object to another 2337 * create clone from object to another
2616 */ 2338 */
2617object * 2339object *
2618object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2619{ 2341{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2343
2623 if (!asrc) 2344 if (!asrc)
2624 return NULL; 2345 return 0;
2346
2625 src = asrc; 2347 src = asrc;
2626 if (src->head) 2348 if (src->head)
2627 src = src->head; 2349 src = src->head;
2628 2350
2629 prev = NULL; 2351 prev = 0;
2630 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2631 { 2353 {
2632 tmp = get_object (); 2354 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2355 tmp->x -= src->x;
2635 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2636 if (!part->head) 2358 if (!part->head)
2637 { 2359 {
2638 dst = tmp; 2360 dst = tmp;
2639 tmp->head = NULL; 2361 tmp->head = 0;
2640 } 2362 }
2641 else 2363 else
2642 {
2643 tmp->head = dst; 2364 tmp->head = dst;
2644 } 2365
2645 tmp->more = NULL; 2366 tmp->more = 0;
2367
2646 if (prev) 2368 if (prev)
2647 prev->more = tmp; 2369 prev->more = tmp;
2370
2648 prev = tmp; 2371 prev = tmp;
2649 } 2372 }
2650 2373
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2376
2657 return dst; 2377 return dst;
2658} 2378}
2659 2379
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2386object *
2682load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2683{ 2388{
2684 object * 2389 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2688 2391
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2393
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2693 2395
2694 if (tempfile == NULL) 2396 if (tempfile == NULL)
2695 { 2397 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2399 return NULL;
2698 } 2400 }
2699 2401
2700 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2403 fclose (tempfile);
2702 2404
2703 op = get_object (); 2405 op = object::create ();
2704 2406
2705 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2706 2408
2707 if (thawer) 2409 if (thawer)
2708 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2420 * returns NULL if no match.
2719 */ 2421 */
2720object * 2422object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2424{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2427 return tmp;
2729 2428
2730 return NULL; 2429 return 0;
2731} 2430}
2732 2431
2733/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2433 * otherwise return NULL.
2735 * 2434 *
2737 * do the desired thing. 2436 * do the desired thing.
2738 */ 2437 */
2739key_value * 2438key_value *
2740get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2741{ 2440{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2442 if (link->key == key)
2748 {
2749 return link; 2443 return link;
2750 }
2751 }
2752 2444
2753 return NULL; 2445 return 0;
2754} 2446}
2755 2447
2756/* 2448/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2450 *
2798 * Returns TRUE on success. 2490 * Returns TRUE on success.
2799 */ 2491 */
2800int 2492int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2494{
2803 key_value *
2804 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2805 2496
2806 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2498 {
2808 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2809 { 2500 {
2837 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2838 2529
2839 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2840 2531
2841 if (!add_key) 2532 if (!add_key)
2842 {
2843 return FALSE; 2533 return FALSE;
2844 } 2534
2845 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2849 * should pass in "" 2539 * should pass in ""
2898 } 2588 }
2899 else 2589 else
2900 item = item->env; 2590 item = item->env;
2901} 2591}
2902 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2903// return a suitable string describing an objetc in enough detail to find it 2620// return a suitable string describing an objetc in enough detail to find it
2904const char * 2621const char *
2905object::debug_desc (char *info) const 2622object::debug_desc (char *info) const
2906{ 2623{
2624 char flagdesc[512];
2907 char info2[256 * 3]; 2625 char info2[256 * 4];
2908 char *p = info; 2626 char *p = info;
2909 2627
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2911 count, 2629 count, uuid.seq,
2912 &name, 2630 &name,
2913 title ? " " : "", 2631 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2915 2634
2916 if (env) 2635 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2637
2919 if (map) 2638 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2640
2922 return info; 2641 return info;
2923} 2642}
2924 2643
2925const char * 2644const char *

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