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Comparing deliantra/server/common/object.C (file contents):
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * 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
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 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)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
379void 362char *
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 363dump_object (object *op)
435{ 364{
436 if (op == NULL) 365 if (!op)
437 { 366 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 367
445void 368 object_freezer freezer;
446dump_all_objects (void) 369 save_object (freezer, op, 1);
447{ 370 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
454 }
455} 371}
456 372
457/* 373/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
479 */ 395 */
480 396
481object * 397object *
482find_object (tag_t i) 398find_object (tag_t i)
483{ 399{
484 object *op;
485
486 for (op = object::first; op != NULL; op = op->next) 400 for (object *op = object::first; op; op = op->next)
487 if (op->count == i) 401 if (op->count == i)
488 break; 402 return op;
403
489 return op; 404 return 0;
490} 405}
491 406
492/* 407/*
493 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
494 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
552 } 467 }
553 468
554 op->key_values = 0; 469 op->key_values = 0;
555} 470}
556 471
557void object::clear ()
558{
559 attachable_base::clear ();
560
561 free_key_values (this);
562
563 owner = 0;
564 name = 0;
565 name_pl = 0;
566 title = 0;
567 race = 0;
568 slaying = 0;
569 skill = 0;
570 msg = 0;
571 lore = 0;
572 custom_name = 0;
573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
585
586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
587
588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
597}
598
599void object::clone (object *destination)
600{
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
606}
607
608/* 472/*
609 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
610 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
611 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
612 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
613 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
614 * will point at garbage. 478 * will point at garbage.
615 */ 479 */
616void 480void
617copy_object (object *op2, object *op) 481object::copy_to (object *dst)
618{ 482{
619 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
621 485
622 op2->clone (op); 486 *(object_copy *)dst = *this;
623 487
624 if (is_freed) 488 if (is_freed)
625 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
626 if (is_removed) 491 if (is_removed)
627 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
628 493
629 if (op2->speed < 0) 494 if (speed < 0)
630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
631 496
632 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
633 if (op2->key_values) 498 if (key_values)
634 { 499 {
635 key_value *tail = 0; 500 key_value *tail = 0;
636 key_value *i; 501 key_value *i;
637 502
638 op->key_values = 0; 503 dst->key_values = 0;
639 504
640 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
641 { 506 {
642 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
643 508
644 new_link->next = 0; 509 new_link->next = 0;
645 new_link->key = i->key; 510 new_link->key = i->key;
646 new_link->value = i->value; 511 new_link->value = i->value;
647 512
648 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
649 if (!op->key_values) 514 if (!dst->key_values)
650 { 515 {
651 op->key_values = new_link; 516 dst->key_values = new_link;
652 tail = new_link; 517 tail = new_link;
653 } 518 }
654 else 519 else
655 { 520 {
656 tail->next = new_link; 521 tail->next = new_link;
657 tail = new_link; 522 tail = new_link;
658 } 523 }
659 } 524 }
660 } 525 }
661 526
662 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
663} 536}
664 537
665/* 538/*
666 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
667 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
681 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
682 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
683 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
684 */ 557 */
685void 558void
686update_ob_speed (object *op) 559object::set_speed (float speed)
687{ 560{
688 extern int arch_init; 561 extern int arch_init;
689 562
690 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
691 * since they never really need to be updated. 564 * since they never really need to be updated.
692 */ 565 */
693 566 if (flag [FLAG_FREED] && speed)
694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 { 567 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697#ifdef MANY_CORES
698 abort ();
699#else
700 op->speed = 0; 569 speed = 0;
701#endif
702 } 570 }
571
572 this->speed = speed;
703 573
704 if (arch_init) 574 if (arch_init)
705 return; 575 return;
706 576
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
708 { 578 {
709 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
711 return; 581 return;
712 582
713 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
714 * of the list. */ 584 * of the list. */
715 op->active_next = active_objects; 585 active_next = active_objects;
716 586
717 if (op->active_next != NULL) 587 if (active_next)
718 op->active_next->active_prev = op; 588 active_next->active_prev = this;
719 589
720 active_objects = op; 590 active_objects = this;
721 } 591 }
722 else 592 else
723 { 593 {
724 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
725 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
726 return; 596 return;
727 597
728 if (op->active_prev == NULL) 598 if (!active_prev)
729 { 599 {
730 active_objects = op->active_next; 600 active_objects = active_next;
731 601
732 if (op->active_next != NULL) 602 if (active_next)
733 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
734 } 604 }
735 else 605 else
736 { 606 {
737 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
738 608
739 if (op->active_next) 609 if (active_next)
740 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
741 } 611 }
742 612
743 op->active_next = NULL; 613 active_next = 0;
744 op->active_prev = NULL; 614 active_prev = 0;
745 } 615 }
746} 616}
747 617
748/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
749 * objects. 619 * objects.
775 op->active_next = NULL; 645 op->active_next = NULL;
776 op->active_prev = NULL; 646 op->active_prev = NULL;
777} 647}
778 648
779/* 649/*
780 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
781 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
782 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
783 * invisible object, etc...) 653 * invisible object, etc...)
784 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
785 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
786 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
787 * 657 *
788 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
789 * For example, if the only thing that has changed is the face (due to
790 * an animation), we don't need to call update_position until that actually
791 * comes into view of a player. OTOH, many other things, like addition/removal
792 * of walls or living creatures may need us to update the flags now.
793 * current action are: 659 * current action are:
794 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
795 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
796 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
797 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
798 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
799 */ 665 */
800
801void 666void
802update_object (object *op, int action) 667update_object (object *op, int action)
803{ 668{
804 int update_now = 0, flags;
805 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
806 670
807 if (op == NULL) 671 if (op == NULL)
808 { 672 {
809 /* this should never happen */ 673 /* this should never happen */
810 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
811 return; 675 return;
812 } 676 }
813 677
814 if (op->env != NULL) 678 if (op->env)
815 { 679 {
816 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
817 * to do in this case. 681 * to do in this case.
818 */ 682 */
819 return; 683 return;
824 */ 688 */
825 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
826 return; 690 return;
827 691
828 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
830 { 694 {
831 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
832#ifdef MANY_CORES 696#ifdef MANY_CORES
833 abort (); 697 abort ();
834#endif 698#endif
835 return; 699 return;
836 } 700 }
837 701
838 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
844 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
845 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
846 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
848 update_now = 1;
849
850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
851 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
852 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
854 update_now = 1;
855
856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
857 update_now = 1;
858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
862 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
863 update_now = 1;
864
865 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
866 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
867
868 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
869 * to have move_allow right now. 719 * to have move_allow right now.
870 */ 720 */
871 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
872 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
873 723 m.flags_ = P_NEED_UPDATE;
874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
876 } 724 }
877 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
878 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
879 * that is being removed. 727 * that is being removed.
880 */ 728 */
881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
882 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
883 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
884 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
885 else 733 else
886 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
887 735
888 if (update_now)
889 {
890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
891 update_position (op->map, op->x, op->y);
892 }
893
894 if (op->more != NULL) 736 if (op->more)
895 update_object (op->more, action); 737 update_object (op->more, action);
896} 738}
897 739
898object::vector object::mortals;
899object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
900object *object::first; 741object *object::first;
901 742
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921
922object::object () 743object::object ()
923{ 744{
924 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
925 746
926 expmul = 1.0; 747 expmul = 1.0;
946 object::first = this; 767 object::first = this;
947} 768}
948 769
949void object::unlink () 770void object::unlink ()
950{ 771{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == object::first) 772 if (this == object::first)
955 object::first = next; 773 object::first = next;
956 774
957 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next; 776 if (prev) prev->next = next;
967 object *op = new object; 785 object *op = new object;
968 op->link (); 786 op->link ();
969 return op; 787 return op;
970} 788}
971 789
972/* 790void
973 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 792{
984 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
985 return; 805 return;
986 806
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
988 remove_friendly_object (this);
989 808
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 809 // hack to ensure that freed objects still have a valid map
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 { 810 {
997 more->free (free_inventory); 811 static maptile *freed_map; // freed objects are moved here to avoid crashes
998 more = 0;
999 }
1000 812
1001 if (inv) 813 if (!freed_map)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 { 814 {
1009 object *op = inv; 815 freed_map = new maptile;
1010 816
1011 while (op) 817 freed_map->name = "/internal/freed_objects_map";
1012 { 818 freed_map->width = 3;
1013 object *tmp = op->below; 819 freed_map->height = 3;
1014 op->free (free_inventory); 820
1015 op = tmp; 821 freed_map->allocate ();
1016 }
1017 } 822 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021 823
1022 while (op) 824 map = freed_map;
1023 { 825 x = 1;
1024 object *tmp = op->below; 826 y = 1;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 } 827 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
1042 832
1043 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
1044 owner = 0; 834 owner = 0;
1045 enemy = 0; 835 enemy = 0;
1046 attacked_by = 0; 836 attacked_by = 0;
1047 837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
1048 /* Remove object from the active list */ 841 /* Remove object from the active list */
1049 speed = 0; 842 set_speed (0);
1050 update_ob_speed (this);
1051 843
1052 unlink (); 844 unlink ();
845}
1053 846
1054 mortals.push_back (this); 847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
1055} 909}
1056 910
1057/* 911/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1060 */ 914 */
1061
1062void 915void
1063sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1064{ 917{
1065 while (op != NULL) 918 while (op != NULL)
1066 { 919 {
1070 op->carrying -= weight; 923 op->carrying -= weight;
1071 op = op->env; 924 op = op->env;
1072 } 925 }
1073} 926}
1074 927
1075/* remove_ob(op): 928/* op->remove ():
1076 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1077 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1078 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1079 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1080 * the previous environment. 933 * the previous environment.
1081 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1082 */ 935 */
1083
1084void 936void
1085remove_ob (object *op) 937object::remove ()
1086{ 938{
1087 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1088 object *otmp; 940 object *otmp;
1089 941
1090 tag_t tag;
1091 int check_walk_off;
1092 mapstruct *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1097 return; 943 return;
1098 944
1099 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1100 947
1101 if (op->more != NULL) 948 if (more)
1102 remove_ob (op->more); 949 more->remove ();
1103 950
1104 /* 951 /*
1105 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1106 * inventory. 953 * inventory.
1107 */ 954 */
1108 if (op->env != NULL) 955 if (env)
1109 { 956 {
1110 if (op->nrof) 957 if (nrof)
1111 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1112 else 959 else
1113 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1114 961
1115 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 964 * to save cpu time.
1118 */ 965 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120 fix_player (otmp); 967 otmp->update_stats ();
1121 968
1122 if (op->above != NULL) 969 if (above != NULL)
1123 op->above->below = op->below; 970 above->below = below;
1124 else 971 else
1125 op->env->inv = op->below; 972 env->inv = below;
1126 973
1127 if (op->below != NULL) 974 if (below != NULL)
1128 op->below->above = op->above; 975 below->above = above;
1129 976
1130 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1133 */ 980 */
1134 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1135 op->map = op->env->map; 982 map = env->map;
1136 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1137 op->env = NULL; 984 env = 0;
1138 } 985 }
1139 else if (op->map) 986 else if (map)
1140 { 987 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had 988 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about 989 * lots of logic for things we no longer care about
1162 */ 990 */
1163 991
1164 /* link the object above us */ 992 /* link the object above us */
1165 if (op->above) 993 if (above)
1166 op->above->below = op->below; 994 above->below = below;
1167 else 995 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1169 997
1170 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1171 if (op->below) 999 if (below)
1172 op->below->above = op->above; 1000 below->above = above;
1173 else 1001 else
1174 { 1002 {
1175 /* Nothing below, which means we need to relink map object for this space 1003 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is 1004 * use translated coordinates in case some oddness with map tiling is
1177 * evident 1005 * evident
1178 */ 1006 */
1179 if (GET_MAP_OB (m, x, y) != op) 1007 if (GET_MAP_OB (map, x, y) != this)
1180 { 1008 {
1181 dump_object (op); 1009 char *dump = dump_object (this);
1182 LOG (llevError, 1010 LOG (llevError,
1183 "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); 1011 "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);
1012 free (dump);
1184 dump_object (GET_MAP_OB (m, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1185 LOG (llevError, "%s\n", errmsg); 1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1186 } 1016 }
1187 1017
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1189 } 1019 }
1190 1020
1191 op->above = 0; 1021 above = 0;
1192 op->below = 0; 1022 below = 0;
1193 1023
1194 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1195 return; 1025 return;
1196 1026
1197 tag = op->count; 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199 1028
1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1201 { 1030 {
1202 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1203 * being removed. 1032 * being removed.
1204 */ 1033 */
1205 1034
1206 if (tmp->type == PLAYER && tmp != op) 1035 if (tmp->type == PLAYER && tmp != this)
1207 { 1036 {
1208 /* If a container that the player is currently using somehow gets 1037 /* If a container that the player is currently using somehow gets
1209 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1210 * appropriately. 1039 * appropriately.
1211 */ 1040 */
1212 if (tmp->container == op) 1041 if (tmp->container == this)
1213 { 1042 {
1214 CLEAR_FLAG (op, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1215 tmp->container = NULL; 1044 tmp->container = 0;
1216 } 1045 }
1217 1046
1218 tmp->contr->socket.update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1219 } 1049 }
1220 1050
1221 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1223 { 1055 {
1224 move_apply (tmp, op, NULL); 1056 move_apply (tmp, this, 0);
1225 1057
1226 if (was_destroyed (op, tag)) 1058 if (destroyed ())
1227 {
1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1229 }
1230 } 1060 }
1231 1061
1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1233 1063
1234 if (tmp->above == tmp) 1064 if (tmp->above == tmp)
1235 tmp->above = NULL; 1065 tmp->above = 0;
1236 1066
1237 last = tmp; 1067 last = tmp;
1238 } 1068 }
1239 1069
1240 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1241 if (last == NULL) 1071 if (!last)
1242 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1245 * those out anyways, and if there are any flags set right now, they won't
1246 * be correct anyways.
1247 */
1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1249 update_position (op->map, op->x, op->y);
1250 }
1251 else 1073 else
1252 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1253 1075
1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1255 update_all_los (op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1256 } 1078 }
1257} 1079}
1258 1080
1259/* 1081/*
1260 * merge_ob(op,top): 1082 * merge_ob(op,top):
1268merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1269{ 1091{
1270 if (!op->nrof) 1092 if (!op->nrof)
1271 return 0; 1093 return 0;
1272 1094
1273 if (top == NULL) 1095 if (top)
1274 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1275 1098
1276 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1277 { 1100 {
1278 if (top == op) 1101 if (top == op)
1279 continue; 1102 continue;
1280 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1281 { 1105 {
1282 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1283 1107
1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1285 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1286 remove_ob (op); 1110 op->destroy ();
1287 free_object (op);
1288 return top; 1111 return top;
1289 } 1112 }
1290 } 1113 }
1291 1114
1292 return 0; 1115 return 0;
1295/* 1118/*
1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1297 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1298 */ 1121 */
1299object * 1122object *
1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1301{ 1124{
1302 object *tmp; 1125 object *tmp;
1303 1126
1304 if (op->head) 1127 if (op->head)
1305 op = op->head; 1128 op = op->head;
1331 * Return value: 1154 * Return value:
1332 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1333 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1334 * just 'op' otherwise 1157 * just 'op' otherwise
1335 */ 1158 */
1336
1337object * 1159object *
1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1339{ 1161{
1340 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1341 sint16 x, y; 1163 sint16 x, y;
1342 1164
1343 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1346 return NULL; 1168 return NULL;
1347 } 1169 }
1348 1170
1349 if (m == NULL) 1171 if (m == NULL)
1350 { 1172 {
1351 dump_object (op); 1173 char *dump = dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1353 return op; 1176 return op;
1354 } 1177 }
1355 1178
1356 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1357 { 1180 {
1358 dump_object (op); 1181 char *dump = dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1360#ifdef MANY_CORES 1183#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted. 1186 * improperly inserted.
1364 */ 1187 */
1365 abort (); 1188 abort ();
1366#endif 1189#endif
1190 free (dump);
1367 return op; 1191 return op;
1368 } 1192 }
1369 1193
1370 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 { 1195 {
1372 dump_object (op); 1196 char *dump = dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1374 return op; 1199 return op;
1375 } 1200 }
1376 1201
1377 if (op->more != NULL) 1202 if (op->more)
1378 { 1203 {
1379 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1380 1205
1381 object *more = op->more; 1206 object *more = op->more;
1382 1207
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 { 1224 {
1400 if (!op->head) 1225 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402 1227
1403 return NULL; 1228 return 0;
1404 } 1229 }
1405 } 1230 }
1406 1231
1407 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1408 1233
1416 1241
1417 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1418 */ 1243 */
1419 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1422 { 1247 {
1423 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1424 remove_ob (tmp); 1249 tmp->destroy ();
1425 free_object (tmp);
1426 } 1250 }
1427 1251
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430 1254
1443 op->below = originator->below; 1267 op->below = originator->below;
1444 1268
1445 if (op->below) 1269 if (op->below)
1446 op->below->above = op; 1270 op->below->above = op;
1447 else 1271 else
1448 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1449 1273
1450 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1451 originator->below = op; 1275 originator->below = op;
1452 } 1276 }
1453 else 1277 else
1499 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd. 1325 * stacking is a bit odd.
1502 */ 1326 */
1503 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505 { 1329 {
1506 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break; 1332 break;
1509 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1532 1356
1533 if (op->above) 1357 if (op->above)
1534 op->above->below = op; 1358 op->above->below = op;
1535 1359
1536 op->below = NULL; 1360 op->below = NULL;
1537 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1538 } 1362 }
1539 else 1363 else
1540 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1541 op->above = top->above; 1365 op->above = top->above;
1542 1366
1546 op->below = top; 1370 op->below = top;
1547 top->above = op; 1371 top->above = op;
1548 } 1372 }
1549 1373
1550 if (op->above == NULL) 1374 if (op->above == NULL)
1551 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1552 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1553 1377
1554 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1555 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1556 1380
1557 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1558 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1559 */ 1383 */
1560 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1562 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1563 tmp->contr->socket.update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1564 1388
1565 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1572 * of effect may be sufficient. 1396 * of effect may be sufficient.
1573 */ 1397 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1576 1400
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1579 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1580 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1582 * 1408 *
1583 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object(). 1412 * update_object().
1588 1414
1589 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 { 1417 {
1592 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1593 return NULL; 1419 return 0;
1594 1420
1595 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1596 * walk on's. 1422 * walk on's.
1597 */ 1423 */
1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1599 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1600 return NULL; 1426 return 0;
1601 } 1427 }
1602 1428
1603 return op; 1429 return op;
1604} 1430}
1605 1431
1606/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1607 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1608 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1609 */ 1435 */
1610void 1436void
1611replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1612{ 1438{
1613 object * 1439 object *tmp, *tmp1;
1614 tmp;
1615 object *
1616 tmp1;
1617 1440
1618 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1619 1442
1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 {
1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 { 1445 tmp->destroy ();
1624 remove_ob (tmp);
1625 free_object (tmp);
1626 }
1627 }
1628 1446
1629 tmp1 = arch_to_object (archetype::find (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1630 1448
1631 tmp1->x = op->x; 1449 tmp1->x = op->x;
1632 tmp1->y = op->y; 1450 tmp1->y = op->y;
1642 */ 1460 */
1643 1461
1644object * 1462object *
1645get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1646{ 1464{
1647 object * 1465 object *newob;
1648 newob;
1649 int
1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1651 1467
1652 if (orig_ob->nrof < nr) 1468 if (orig_ob->nrof < nr)
1653 { 1469 {
1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1655 return NULL; 1471 return NULL;
1656 } 1472 }
1657 1473
1658 newob = object_create_clone (orig_ob); 1474 newob = object_create_clone (orig_ob);
1659 1475
1660 if ((orig_ob->nrof -= nr) < 1) 1476 if ((orig_ob->nrof -= nr) < 1)
1661 { 1477 orig_ob->destroy (1);
1662 if (!is_removed)
1663 remove_ob (orig_ob);
1664 free_object2 (orig_ob, 1);
1665 }
1666 else if (!is_removed) 1478 else if (!is_removed)
1667 { 1479 {
1668 if (orig_ob->env != NULL) 1480 if (orig_ob->env != NULL)
1669 sub_weight (orig_ob->env, orig_ob->weight * nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1690 1502
1691object * 1503object *
1692decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1693{ 1505{
1694 object *tmp; 1506 object *tmp;
1695 player *pl;
1696 1507
1697 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1698 return op; 1509 return op;
1699 1510
1700 if (i > op->nrof) 1511 if (i > op->nrof)
1701 i = op->nrof; 1512 i = op->nrof;
1702 1513
1703 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i; 1515 op->nrof -= i;
1705 else if (op->env != NULL) 1516 else if (op->env)
1706 { 1517 {
1707 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1708 * therein? 1519 * therein?
1709 */ 1520 */
1710 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1711 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player. 1526 * and then searching the map for a player.
1716 */ 1527 */
1717 if (!tmp) 1528 if (!tmp)
1718 { 1529 for_all_players (pl)
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1721 break; 1533 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 } 1534 }
1727 1535
1728 if (i < op->nrof) 1536 if (i < op->nrof)
1729 { 1537 {
1730 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i; 1539 op->nrof -= i;
1732 if (tmp) 1540 if (tmp)
1733 {
1734 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1735 }
1736 } 1542 }
1737 else 1543 else
1738 { 1544 {
1739 remove_ob (op); 1545 op->remove ();
1740 op->nrof = 0; 1546 op->nrof = 0;
1741 if (tmp) 1547 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1744 }
1745 } 1549 }
1746 } 1550 }
1747 else 1551 else
1748 { 1552 {
1749 object *above = op->above; 1553 object *above = op->above;
1750 1554
1751 if (i < op->nrof) 1555 if (i < op->nrof)
1752 op->nrof -= i; 1556 op->nrof -= i;
1753 else 1557 else
1754 { 1558 {
1755 remove_ob (op); 1559 op->remove ();
1756 op->nrof = 0; 1560 op->nrof = 0;
1757 } 1561 }
1758 1562
1759 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1760 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1761 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1762 { 1566 {
1763 if (op->nrof) 1567 if (op->nrof)
1764 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1765 else 1569 else
1769 1573
1770 if (op->nrof) 1574 if (op->nrof)
1771 return op; 1575 return op;
1772 else 1576 else
1773 { 1577 {
1774 free_object (op); 1578 op->destroy ();
1775 return NULL; 1579 return 0;
1776 } 1580 }
1777} 1581}
1778 1582
1779/* 1583/*
1780 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1792 op->carrying += weight; 1596 op->carrying += weight;
1793 op = op->env; 1597 op = op->env;
1794 } 1598 }
1795} 1599}
1796 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1797/* 1621/*
1798 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1799 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1800 * inside the object environment. 1624 * inside the object environment.
1801 * 1625 *
1802 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1803 * the inventory at the last position or next to other objects of the same
1804 * type.
1805 * Frank: Now sorted by type, archetype and magic!
1806 *
1807 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1808 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1809 */ 1628 */
1810 1629
1811object * 1630object *
1812insert_ob_in_ob (object *op, object *where) 1631object::insert (object *op)
1813{ 1632{
1814 object * 1633 object *tmp, *otmp;
1815 tmp, *
1816 otmp;
1817 1634
1818 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 { 1636 op->remove ();
1820 dump_object (op);
1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1822 return op;
1823 }
1824
1825 if (where == NULL)
1826 {
1827 dump_object (op);
1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1829 return op;
1830 }
1831
1832 if (where->head)
1833 {
1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1835 where = where->head;
1836 }
1837 1637
1838 if (op->more) 1638 if (op->more)
1839 { 1639 {
1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1841 return op; 1641 return op;
1843 1643
1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1845 CLEAR_FLAG (op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1846 if (op->nrof) 1646 if (op->nrof)
1847 { 1647 {
1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1849 if (CAN_MERGE (tmp, op)) 1649 if (object::can_merge (tmp, op))
1850 { 1650 {
1851 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1852 (client needs the original object) */ 1652 (client needs the original object) */
1853 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1854 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1855 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1856 */ 1656 */
1857 add_weight (where, op->weight * op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1858 SET_FLAG (op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1859 free_object (op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1860 op = tmp; 1660 op = tmp;
1861 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1862 CLEAR_FLAG (op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1863 break; 1663 break;
1864 } 1664 }
1865 1665
1866 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1867 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1868 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1869 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1870 * the linking below 1670 * the linking below
1871 */ 1671 */
1872 add_weight (where, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1873 } 1673 }
1874 else 1674 else
1875 add_weight (where, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1876 1676
1877 otmp = is_player_inv (where); 1677 otmp = this->in_player ();
1878 if (otmp && otmp->contr != NULL) 1678 if (otmp && otmp->contr)
1879 {
1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1881 fix_player (otmp); 1680 otmp->update_stats ();
1882 }
1883 1681
1884 op->map = NULL; 1682 op->map = 0;
1885 op->env = where; 1683 op->env = this;
1886 op->above = NULL; 1684 op->above = 0;
1887 op->below = NULL; 1685 op->below = 0;
1888 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1889 1687
1890 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1891 if ((op->glow_radius != 0) && where->map) 1689 if ((op->glow_radius != 0) && map)
1892 { 1690 {
1893#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1895#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map)) 1694 if (map->darkness)
1897 update_all_los (where->map, where->x, where->y); 1695 update_all_los (map, x, y);
1898 } 1696 }
1899 1697
1900 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1901 * It sure simplifies this function... 1699 * It sure simplifies this function...
1902 */ 1700 */
1903 if (where->inv == NULL) 1701 if (!inv)
1904 where->inv = op; 1702 inv = op;
1905 else 1703 else
1906 { 1704 {
1907 op->below = where->inv; 1705 op->below = inv;
1908 op->below->above = op; 1706 op->below->above = op;
1909 where->inv = op; 1707 inv = op;
1910 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1911 return op; 1712 return op;
1912} 1713}
1913 1714
1914/* 1715/*
1915 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1933 */ 1734 */
1934 1735
1935int 1736int
1936check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1937{ 1738{
1938 object * 1739 object *tmp;
1939 tmp; 1740 maptile *m = op->map;
1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1945 x = op->x, y = op->y; 1741 int x = op->x, y = op->y;
1946 1742
1947 MoveType 1743 MoveType move_on, move_slow, move_block;
1948 move_on,
1949 move_slow,
1950 move_block;
1951 1744
1952 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1953 return 0; 1746 return 0;
1954
1955 tag = op->count;
1956 1747
1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1960 1751
1976 1767
1977 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1978 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1979 */ 1770 */
1980 1771
1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1982 { 1773 {
1983 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1984 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1985 * we don't need to check all of them. 1776 * we don't need to check all of them.
1986 */ 1777 */
2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2023 { 1814 {
2024 move_apply (tmp, op, originator); 1815 move_apply (tmp, op, originator);
2025 1816
2026 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
2027 return 1; 1818 return 1;
2028 1819
2029 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
2030 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
2031 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
2041/* 1832/*
2042 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
2043 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
2044 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
2045 */ 1836 */
2046
2047object * 1837object *
2048present_arch (const archetype *at, mapstruct *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
2049{ 1839{
2050 object *
2051 tmp;
2052
2053 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
2054 { 1841 {
2055 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
2056 return NULL; 1843 return NULL;
2057 } 1844 }
1845
2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2059 if (tmp->arch == at) 1847 if (tmp->arch == at)
2060 return tmp; 1848 return tmp;
1849
2061 return NULL; 1850 return NULL;
2062} 1851}
2063 1852
2064/* 1853/*
2065 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2066 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2067 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2068 */ 1857 */
2069
2070object * 1858object *
2071present (unsigned char type, mapstruct *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
2072{ 1860{
2073 object *
2074 tmp;
2075
2076 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
2077 { 1862 {
2078 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2079 return NULL; 1864 return NULL;
2080 } 1865 }
1866
2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2082 if (tmp->type == type) 1868 if (tmp->type == type)
2083 return tmp; 1869 return tmp;
1870
2084 return NULL; 1871 return NULL;
2085} 1872}
2086 1873
2087/* 1874/*
2088 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2089 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2090 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2091 */ 1878 */
2092
2093object * 1879object *
2094present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
2095{ 1881{
2096 object *
2097 tmp;
2098
2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2100 if (tmp->type == type) 1883 if (tmp->type == type)
2101 return tmp; 1884 return tmp;
1885
2102 return NULL; 1886 return NULL;
2103} 1887}
2104 1888
2105/* 1889/*
2106 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2114 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2115 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2116 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2117 * to be unique. 1901 * to be unique.
2118 */ 1902 */
2119
2120object * 1903object *
2121present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2122{ 1905{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 {
2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2129 return tmp; 1908 return tmp;
2130 } 1909
2131 return NULL; 1910 return 0;
2132} 1911}
2133 1912
2134/* 1913/*
2135 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2136 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2138 */ 1917 */
2139
2140object * 1918object *
2141present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2142{ 1920{
2143 object *
2144 tmp;
2145
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if (tmp->arch == at) 1922 if (tmp->arch == at)
2148 return tmp; 1923 return tmp;
1924
2149 return NULL; 1925 return NULL;
2150} 1926}
2151 1927
2152/* 1928/*
2153 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2154 */ 1930 */
2155void 1931void
2156flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2157{ 1933{
2158 object *
2159 tmp;
2160
2161 if (op->inv) 1934 if (op->inv)
2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 { 1936 {
2164 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2165 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2166 } 1939 }
2167} /* 1940}
1941
1942/*
2168 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2169 */ 1944 */
2170void 1945void
2171unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2172{ 1947{
2173 object *
2174 tmp;
2175
2176 if (op->inv) 1948 if (op->inv)
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 { 1950 {
2179 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2180 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2181 } 1953 }
2182} 1954}
2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2186 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2187 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2188 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2189 */ 1961 */
2190
2191void 1962void
2192set_cheat (object *op) 1963set_cheat (object *op)
2193{ 1964{
2194 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2195 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2214 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2215 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2216 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2217 * customized, changed states, etc. 1988 * customized, changed states, etc.
2218 */ 1989 */
2219
2220int 1990int
2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2222{ 1992{
2223 int
2224 i,
2225 index = 0, flag; 1993 int index = 0, flag;
2226 static int
2227 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2228 1995
2229 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2230 { 1997 {
2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2232 if (!flag) 1999 if (!flag)
2233 altern[index++] = i; 2000 altern [index++] = i;
2234 2001
2235 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2236 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2237 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2238 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2239 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2240 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2241 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2242 */ 2009 */
2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2244 stop = maxfree[i]; 2011 stop = maxfree[i];
2245 } 2012 }
2013
2246 if (!index) 2014 if (!index)
2247 return -1; 2015 return -1;
2016
2248 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2249} 2018}
2250 2019
2251/* 2020/*
2252 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2253 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2254 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2255 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2256 */ 2025 */
2257
2258int 2026int
2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2260{ 2028{
2261 int
2262 i;
2263
2264 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2265 {
2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2267 return i; 2031 return i;
2268 } 2032
2269 return -1; 2033 return -1;
2270} 2034}
2271 2035
2272/* 2036/*
2273 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2274 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2275 */ 2040 */
2276static void 2041static void
2277permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2278{ 2043{
2279 int 2044 arr += begin;
2280 i,
2281 j,
2282 tmp,
2283 len;
2284
2285 len = end - begin; 2045 end -= begin;
2286 for (i = begin; i < end; i++)
2287 {
2288 j = begin + RANDOM () % len;
2289 2046
2290 tmp = arr[i]; 2047 while (--end)
2291 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2292 arr[j] = tmp;
2293 }
2294} 2049}
2295 2050
2296/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2297 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2298 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2301 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2302 */ 2057 */
2303void 2058void
2304get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2305{ 2060{
2306 int 2061 int i;
2307 i;
2308 2062
2309 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2064 search_arr[i] = i;
2312 }
2313 2065
2314 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2069}
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2081 * there is capable of.
2330 */ 2082 */
2331
2332int 2083int
2333find_dir (mapstruct *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2334{ 2085{
2335 int
2336 i,
2337 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2338 2087
2339 sint16 nx, ny; 2088 sint16 nx, ny;
2340 object * 2089 object *tmp;
2341 tmp; 2090 maptile *mp;
2342 mapstruct *
2343 mp;
2344 2091
2345 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2346 2093
2347 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2348 { 2095 {
2360 mp = m; 2107 mp = m;
2361 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2362 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2363 2110
2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2365 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2366 {
2367 max = maxfree[i]; 2114 max = maxfree[i];
2368 }
2369 else 2115 else
2370 { 2116 {
2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2372 2120
2373 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2374 {
2375 max = maxfree[i]; 2122 max = maxfree[i];
2376 }
2377 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2378 { 2124 {
2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2380 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2383 break; 2128 break;
2384 } 2129
2385 }
2386 if (tmp) 2130 if (tmp)
2387 {
2388 return freedir[i]; 2131 return freedir[i];
2389 }
2390 } 2132 }
2391 } 2133 }
2392 } 2134 }
2135
2393 return 0; 2136 return 0;
2394} 2137}
2395 2138
2396/* 2139/*
2397 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2398 * distance between the two given objects. 2141 * distance between the two given objects.
2399 */ 2142 */
2400
2401int 2143int
2402distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2403{ 2145{
2404 int
2405 i;
2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2408 return i;
2409} 2147}
2410 2148
2411/* 2149/*
2412 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2413 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2414 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2415 */ 2153 */
2416
2417int 2154int
2418find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2419{ 2156{
2420 int 2157 int q;
2421 q;
2422 2158
2423 if (y) 2159 if (y)
2424 q = x * 100 / y; 2160 q = x * 100 / y;
2425 else if (x) 2161 else if (x)
2426 q = -300 * x; 2162 q = -300 * x;
2461int 2197int
2462absdir (int d) 2198absdir (int d)
2463{ 2199{
2464 while (d < 1) 2200 while (d < 1)
2465 d += 8; 2201 d += 8;
2202
2466 while (d > 8) 2203 while (d > 8)
2467 d -= 8; 2204 d -= 8;
2205
2468 return d; 2206 return d;
2469} 2207}
2470 2208
2471/* 2209/*
2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 */ 2212 */
2475 2213
2476int 2214int
2477dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2478{ 2216{
2479 int 2217 int d;
2480 d;
2481 2218
2482 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2483 if (d > 4) 2220 if (d > 4)
2484 d = 8 - d; 2221 d = 8 - d;
2222
2485 return d; 2223 return d;
2486} 2224}
2487 2225
2488/* peterm: 2226/* peterm:
2489 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2492 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2493 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2494 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2495 * functions. 2233 * functions.
2496 */ 2234 */
2497
2498int
2499 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2500 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2501 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2502 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2503 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2504 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2552 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2553 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2554 * can see a direct way to get it 2290 * can see a direct way to get it
2555 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2556 */ 2292 */
2557
2558
2559int 2293int
2560can_see_monsterP (mapstruct *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2561{ 2295{
2562 sint16 dx, dy; 2296 sint16 dx, dy;
2563 int
2564 mflags; 2297 int mflags;
2565 2298
2566 if (dir < 0) 2299 if (dir < 0)
2567 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2568 2301
2569 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2582 return 0; 2315 return 0;
2583 2316
2584 /* yes, can see. */ 2317 /* yes, can see. */
2585 if (dir < 9) 2318 if (dir < 9)
2586 return 1; 2319 return 1;
2320
2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2589} 2324}
2590
2591
2592 2325
2593/* 2326/*
2594 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2595 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2596 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2610} 2343}
2611 2344
2612
2613/* 2345/*
2614 * create clone from object to another 2346 * create clone from object to another
2615 */ 2347 */
2616object * 2348object *
2617object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2618{ 2350{
2619 object *
2620 dst = NULL, *tmp, *src, *part, *prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2621 2352
2622 if (!asrc) 2353 if (!asrc)
2623 return NULL; 2354 return 0;
2355
2624 src = asrc; 2356 src = asrc;
2625 if (src->head) 2357 if (src->head)
2626 src = src->head; 2358 src = src->head;
2627 2359
2628 prev = NULL; 2360 prev = 0;
2629 for (part = src; part; part = part->more) 2361 for (part = src; part; part = part->more)
2630 { 2362 {
2631 tmp = get_object (); 2363 tmp = part->clone ();
2632 copy_object (part, tmp);
2633 tmp->x -= src->x; 2364 tmp->x -= src->x;
2634 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2635 if (!part->head) 2367 if (!part->head)
2636 { 2368 {
2637 dst = tmp; 2369 dst = tmp;
2638 tmp->head = NULL; 2370 tmp->head = 0;
2639 } 2371 }
2640 else 2372 else
2641 {
2642 tmp->head = dst; 2373 tmp->head = dst;
2643 } 2374
2644 tmp->more = NULL; 2375 tmp->more = 0;
2376
2645 if (prev) 2377 if (prev)
2646 prev->more = tmp; 2378 prev->more = tmp;
2379
2647 prev = tmp; 2380 prev = tmp;
2648 } 2381 }
2649 2382
2650 /*** copy inventory ***/
2651 for (item = src->inv; item; item = item->below) 2383 for (item = src->inv; item; item = item->below)
2652 {
2653 (void) insert_ob_in_ob (object_create_clone (item), dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2654 }
2655 2385
2656 return dst; 2386 return dst;
2657} 2387}
2658 2388
2659/* return true if the object was destroyed, 0 otherwise */
2660int
2661was_destroyed (const object *op, tag_t old_tag)
2662{
2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2664 * robust */
2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2666}
2667
2668/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2669
2670/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2671
2672/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2674/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2675
2676/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2677
2678/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2679
2680object * 2395object *
2681load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2682{ 2397{
2683 object * 2398 object *op;
2684 op;
2685 char
2686 filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2687 2400
2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689 2402
2690 FILE *
2691 tempfile = fopen (filename, "w"); 2403 FILE *tempfile = fopen (filename, "w");
2692 2404
2693 if (tempfile == NULL) 2405 if (tempfile == NULL)
2694 { 2406 {
2695 LOG (llevError, "Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2696 return NULL; 2408 return NULL;
2697 } 2409 }
2698 2410
2699 fprintf (tempfile, obstr); 2411 fprintf (tempfile, obstr);
2700 fclose (tempfile); 2412 fclose (tempfile);
2701 2413
2702 op = get_object (); 2414 op = object::create ();
2703 2415
2704 object_thawer thawer (filename); 2416 object_thawer thawer (filename);
2705 2417
2706 if (thawer) 2418 if (thawer)
2707 load_object (thawer, op, 0); 2419 load_object (thawer, op, 0);
2717 * returns NULL if no match. 2429 * returns NULL if no match.
2718 */ 2430 */
2719object * 2431object *
2720find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2721{ 2433{
2722 object *
2723 tmp;
2724
2725 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2726 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp; 2436 return tmp;
2728 2437
2729 return NULL; 2438 return 0;
2730} 2439}
2731 2440
2732/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2733 * otherwise return NULL. 2442 * otherwise return NULL.
2734 * 2443 *
2736 * do the desired thing. 2445 * do the desired thing.
2737 */ 2446 */
2738key_value * 2447key_value *
2739get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2740{ 2449{
2741 key_value *
2742 link;
2743
2744 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2745 {
2746 if (link->key == key) 2451 if (link->key == key)
2747 {
2748 return link; 2452 return link;
2749 }
2750 }
2751 2453
2752 return NULL; 2454 return 0;
2753} 2455}
2754 2456
2755/* 2457/*
2756 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2757 * 2459 *
2797 * Returns TRUE on success. 2499 * Returns TRUE on success.
2798 */ 2500 */
2799int 2501int
2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{ 2503{
2802 key_value *
2803 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2804 2505
2805 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2806 { 2507 {
2807 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2808 { 2509 {
2836 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2837 2538
2838 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2839 2540
2840 if (!add_key) 2541 if (!add_key)
2841 {
2842 return FALSE; 2542 return FALSE;
2843 } 2543
2844 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2845 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2846 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2847 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2848 * should pass in "" 2548 * should pass in ""

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