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Comparing deliantra/server/common/object.C (file contents):
Revision 1.50 by root, Sat Sep 16 22:40:22 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 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
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 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 226 || 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) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || 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)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
279 276
280 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
282 * check? 279 * check?
283 */ 280 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 282 return 0;
286 283
287 switch (ob1->type) 284 switch (ob1->type)
288 { 285 {
289 case SCROLL: 286 case SCROLL:
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
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. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
377 */ 359 */
378 360
379void 361char *
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) 362dump_object (object *op)
435{ 363{
436 if (op == NULL) 364 if (!op)
437 { 365 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 366
445void 367 object_freezer freezer;
446dump_all_objects (void) 368 save_object (freezer, op, 1);
447{ 369 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 %s\n", errmsg);
454 }
455} 370}
456 371
457/* 372/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
479 */ 394 */
480 395
481object * 396object *
482find_object (tag_t i) 397find_object (tag_t i)
483{ 398{
484 object *op;
485
486 for (op = object::first; op != NULL; op = op->next) 399 for (object *op = object::first; op; op = op->next)
487 if (op->count == i) 400 if (op->count == i)
488 break; 401 return op;
489 402
490 return op; 403 return 0;
491} 404}
492 405
493/* 406/*
494 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
664} 535}
665 536
666/* 537/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate (false);
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 deactivate (false);
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 572}
748 573
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = P_NEED_UPDATE;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897} 663}
898 664
899object::vector object::mortals;
900object::vector object::objects; // not yet used 665object::vector object::objects; // not yet used
901object *object::first; 666object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922 667
923object::object () 668object::object ()
924{ 669{
925 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
926 671
958 703
959 prev = 0; 704 prev = 0;
960 next = 0; 705 next = 0;
961} 706}
962 707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
814}
815
963object *object::create () 816object *object::create ()
964{ 817{
965 object *op = new object; 818 object *op = new object;
966 op->link (); 819 op->link ();
967 return op; 820 return op;
968} 821}
969 822
970/* 823void
971 * free_object() frees everything allocated by an object, removes 824object::do_destroy ()
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 825{
982 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
983 return; 836 return;
984 837
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 838 set_speed (0);
986 remove_friendly_object (this);
987 839
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 840 flag [FLAG_FREED] = 1;
989 remove_ob (this);
990 841
991 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
992 868
993 if (more) 869 if (more)
994 { 870 {
995 more->free (free_inventory); 871 more->destroy ();
996 more = 0; 872 more = 0;
997 }
998
999 if (inv)
1000 {
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008
1009 while (op)
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 } 873 }
1040 874
1041 // clear those pointers that likely might have circular references to us 875 // clear those pointers that likely might have circular references to us
1042 owner = 0; 876 owner = 0;
1043 enemy = 0; 877 enemy = 0;
1044 attacked_by = 0; 878 attacked_by = 0;
1045 879
1046 /* Remove object from the active list */ 880 // only relevant for players(?), but make sure of it anyways
1047 speed = 0; 881 contr = 0;
1048 update_ob_speed (this); 882}
1049 883
1050 unlink (); 884void
885object::destroy (bool destroy_inventory)
886{
887 if (destroyed ())
888 return;
1051 889
1052 mortals.push_back (this); 890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
1053} 894}
1054 895
1055/* 896/*
1056 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
1058 */ 899 */
1059
1060void 900void
1061sub_weight (object *op, signed long weight) 901sub_weight (object *op, signed long weight)
1062{ 902{
1063 while (op != NULL) 903 while (op != NULL)
1064 { 904 {
1068 op->carrying -= weight; 908 op->carrying -= weight;
1069 op = op->env; 909 op = op->env;
1070 } 910 }
1071} 911}
1072 912
1073/* remove_ob(op): 913/* op->remove ():
1074 * This function removes the object op from the linked list of objects 914 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 915 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 916 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 917 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 918 * the previous environment.
1079 * Beware: This function is called from the editor as well! 919 * Beware: This function is called from the editor as well!
1080 */ 920 */
1081
1082void 921void
1083remove_ob (object *op) 922object::remove ()
1084{ 923{
1085 object *tmp, *last = 0; 924 object *tmp, *last = 0;
1086 object *otmp; 925 object *otmp;
1087 926
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1094 return; 928 return;
1095 929
1096 SET_FLAG (op, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1097 932
1098 if (op->more != NULL) 933 if (more)
1099 remove_ob (op->more); 934 more->remove ();
1100 935
1101 /* 936 /*
1102 * In this case, the object to be removed is in someones 937 * In this case, the object to be removed is in someones
1103 * inventory. 938 * inventory.
1104 */ 939 */
1105 if (op->env != NULL) 940 if (env)
1106 { 941 {
1107 if (op->nrof) 942 if (nrof)
1108 sub_weight (op->env, op->weight * op->nrof); 943 sub_weight (env, weight * nrof);
1109 else 944 else
1110 sub_weight (op->env, op->weight + op->carrying); 945 sub_weight (env, weight + carrying);
1111 946
1112 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1113 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 949 * to save cpu time.
1115 */ 950 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp); 952 otmp->update_stats ();
1118 953
1119 if (op->above != NULL) 954 if (above)
1120 op->above->below = op->below; 955 above->below = below;
1121 else 956 else
1122 op->env->inv = op->below; 957 env->inv = below;
1123 958
1124 if (op->below != NULL) 959 if (below)
1125 op->below->above = op->above; 960 below->above = above;
1126 961
1127 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
1130 */ 965 */
1131 op->x = op->env->x, op->y = op->env->y; 966 x = env->x, y = env->y;
1132 op->map = op->env->map; 967 map = env->map;
1133 op->above = NULL, op->below = NULL; 968 above = 0, below = 0;
1134 op->env = NULL; 969 env = 0;
1135 } 970 }
1136 else if (op->map) 971 else if (map)
1137 { 972 {
1138 x = op->x; 973 if (type == PLAYER)
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 } 974 {
1152 975 --map->players;
1153 if (op->map != m) 976 map->last_access = runtime;
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */ 977 }
978
1160 979
1161 /* link the object above us */ 980 /* link the object above us */
1162 if (op->above) 981 if (above)
1163 op->above->below = op->below; 982 above->below = below;
1164 else 983 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 984 map->at (x, y).top = below; /* we were top, set new top */
1166 985
1167 /* Relink the object below us, if there is one */ 986 /* Relink the object below us, if there is one */
1168 if (op->below) 987 if (below)
1169 op->below->above = op->above; 988 below->above = above;
1170 else 989 else
1171 { 990 {
1172 /* Nothing below, which means we need to relink map object for this space 991 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is 992 * use translated coordinates in case some oddness with map tiling is
1174 * evident 993 * evident
1175 */ 994 */
1176 if (GET_MAP_OB (m, x, y) != op) 995 if (GET_MAP_OB (map, x, y) != this)
1177 { 996 {
1178 dump_object (op); 997 char *dump = dump_object (this);
1179 LOG (llevError, 998 LOG (llevError,
1180 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 999 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1000 free (dump);
1181 dump_object (GET_MAP_OB (m, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1182 LOG (llevError, "%s\n", errmsg); 1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1183 } 1004 }
1184 1005
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1186 } 1007 }
1187 1008
1188 op->above = 0; 1009 above = 0;
1189 op->below = 0; 1010 below = 0;
1190 1011
1191 if (op->map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1192 return; 1013 return;
1193 1014
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 1016
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1197 { 1018 {
1198 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1199 * being removed. 1020 * being removed.
1200 */ 1021 */
1201 1022
1202 if (tmp->type == PLAYER && tmp != op) 1023 if (tmp->type == PLAYER && tmp != this)
1203 { 1024 {
1204 /* If a container that the player is currently using somehow gets 1025 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1206 * appropriately. 1027 * appropriately.
1207 */ 1028 */
1208 if (tmp->container == op) 1029 if (tmp->container == this)
1209 { 1030 {
1210 CLEAR_FLAG (op, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1211 tmp->container = NULL; 1032 tmp->container = 0;
1212 } 1033 }
1213 1034
1214 tmp->contr->socket.update_look = 1; 1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1215 } 1037 }
1216 1038
1217 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1218 if (check_walk_off 1040 if (check_walk_off
1219 && ((op->move_type & tmp->move_off) 1041 && ((move_type & tmp->move_off)
1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1221 { 1043 {
1222 move_apply (tmp, op, NULL); 1044 move_apply (tmp, this, 0);
1223 1045
1224 if (op->destroyed ()) 1046 if (destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 } 1048 }
1227 1049
1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1229 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1230 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1231 tmp->above = NULL; 1053 tmp->above = 0;
1232 1054
1233 last = tmp; 1055 last = tmp;
1234 } 1056 }
1235 1057
1236 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1237 if (last == NULL) 1060 if (!last)
1238 { 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1241 * those out anyways, and if there are any flags set right now, they won't
1242 * be correct anyways.
1243 */
1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1245 update_position (op->map, op->x, op->y);
1246 }
1247 else 1062 else
1248 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1249 1064
1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1251 update_all_los (op->map, op->x, op->y); 1066 update_all_los (map, x, y);
1252 } 1067 }
1253} 1068}
1254 1069
1255/* 1070/*
1256 * merge_ob(op,top): 1071 * merge_ob(op,top):
1264merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1265{ 1080{
1266 if (!op->nrof) 1081 if (!op->nrof)
1267 return 0; 1082 return 0;
1268 1083
1269 if (top == NULL) 1084 if (top)
1270 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1271 1087
1272 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1273 { 1089 {
1274 if (top == op) 1090 if (top == op)
1275 continue; 1091 continue;
1276 if (CAN_MERGE (op, top)) 1092
1093 if (object::can_merge (op, top))
1277 { 1094 {
1278 top->nrof += op->nrof; 1095 top->nrof += op->nrof;
1279 1096
1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1281 op->weight = 0; /* Don't want any adjustements now */ 1098 op->weight = 0; /* Don't want any adjustements now */
1282 remove_ob (op); 1099 op->destroy ();
1283 free_object (op);
1284 return top; 1100 return top;
1285 } 1101 }
1286 } 1102 }
1287 1103
1288 return 0; 1104 return 0;
1293 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1294 */ 1110 */
1295object * 1111object *
1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{ 1113{
1298 object *tmp;
1299
1300 if (op->head)
1301 op = op->head;
1302
1303 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1304 { 1115 {
1305 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1306 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1307 } 1118 }
1308 1119
1327 * Return value: 1138 * Return value:
1328 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1329 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1330 * just 'op' otherwise 1141 * just 'op' otherwise
1331 */ 1142 */
1332
1333object * 1143object *
1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335{ 1145{
1336 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1337 sint16 x, y; 1147 sint16 x, y;
1340 { 1150 {
1341 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL; 1152 return NULL;
1343 } 1153 }
1344 1154
1345 if (m == NULL) 1155 if (!m)
1346 { 1156 {
1347 dump_object (op); 1157 char *dump = dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1349 return op; 1160 return op;
1350 } 1161 }
1351 1162
1352 if (out_of_map (m, op->x, op->y)) 1163 if (out_of_map (m, op->x, op->y))
1353 { 1164 {
1354 dump_object (op); 1165 char *dump = dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1356#ifdef MANY_CORES 1167#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object 1168 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting 1169 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted. 1170 * improperly inserted.
1360 */ 1171 */
1361 abort (); 1172 abort ();
1362#endif 1173#endif
1174 free (dump);
1363 return op; 1175 return op;
1364 } 1176 }
1365 1177
1366 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 { 1179 {
1368 dump_object (op); 1180 char *dump = dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1370 return op; 1183 return op;
1371 } 1184 }
1372 1185
1373 if (op->more != NULL) 1186 if (op->more)
1374 { 1187 {
1375 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1376 1189
1377 object *more = op->more; 1190 object *more = op->more;
1378 1191
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 { 1208 {
1396 if (!op->head) 1209 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398 1211
1399 return NULL; 1212 return 0;
1400 } 1213 }
1401 } 1214 }
1402 1215
1403 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1404 1217
1411 y = op->y; 1224 y = op->y;
1412 1225
1413 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1414 */ 1227 */
1415 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp)) 1230 if (object::can_merge (op, tmp))
1418 { 1231 {
1419 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1420 remove_ob (tmp); 1233 tmp->destroy ();
1421 free_object (tmp);
1422 } 1234 }
1423 1235
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426 1238
1439 op->below = originator->below; 1251 op->below = originator->below;
1440 1252
1441 if (op->below) 1253 if (op->below)
1442 op->below->above = op; 1254 op->below->above = op;
1443 else 1255 else
1444 SET_MAP_OB (op->map, op->x, op->y, op); 1256 op->ms ().bot = op;
1445 1257
1446 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1447 originator->below = op; 1259 originator->below = op;
1448 } 1260 }
1449 else 1261 else
1450 { 1262 {
1451 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 { 1265 {
1454 object *last = NULL; 1266 object *last = 0;
1455 1267
1456 /* 1268 /*
1457 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1463 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1467 */ 1279 */
1468
1469 while (top != NULL) 1280 while (top)
1470 { 1281 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top; 1283 floor = top;
1473 1284
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1495 * If INS_ON_TOP is used, don't do this processing 1306 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise 1307 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd. 1308 * stacking is a bit odd.
1498 */ 1309 */
1499 if (!(flag & INS_ON_TOP) && 1310 if (!(flag & INS_ON_TOP) &&
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1501 { 1312 {
1502 for (last = top; last != floor; last = last->below) 1313 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break; 1315 break;
1505 /* Check to see if we found the object that blocks view, 1316 /* Check to see if we found the object that blocks view,
1527 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1528 1339
1529 if (op->above) 1340 if (op->above)
1530 op->above->below = op; 1341 op->above->below = op;
1531 1342
1532 op->below = NULL; 1343 op->below = 0;
1533 SET_MAP_OB (op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1534 } 1345 }
1535 else 1346 else
1536 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1537 op->above = top->above; 1348 op->above = top->above;
1538 1349
1541 1352
1542 op->below = top; 1353 op->below = top;
1543 top->above = op; 1354 top->above = op;
1544 } 1355 }
1545 1356
1546 if (op->above == NULL) 1357 if (!op->above)
1547 SET_MAP_TOP (op->map, op->x, op->y, op); 1358 op->ms ().top = op;
1548 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1549 1360
1550 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1551 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1552 1367
1553 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1554 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1555 */ 1370 */
1556 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = op->ms ().player ())
1558 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1559 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1560 1375
1561 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1568 * of effect may be sufficient. 1383 * of effect may be sufficient.
1569 */ 1384 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1572 1387
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1575 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1576 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1578 * 1395 *
1579 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object(). 1399 * update_object().
1584 1401
1585 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 { 1404 {
1588 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1589 return NULL; 1406 return 0;
1590 1407
1591 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1592 * walk on's. 1409 * walk on's.
1593 */ 1410 */
1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1595 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1596 return NULL; 1413 return 0;
1597 } 1414 }
1598 1415
1599 return op; 1416 return op;
1600} 1417}
1601 1418
1602/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1603 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1604 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1605 */ 1422 */
1606void 1423void
1607replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1608{ 1425{
1609 object * 1426 object *tmp, *tmp1;
1610 tmp;
1611 object *
1612 tmp1;
1613 1427
1614 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1615 1429
1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617 {
1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 { 1432 tmp->destroy ();
1620 remove_ob (tmp);
1621 free_object (tmp);
1622 }
1623 }
1624 1433
1625 tmp1 = arch_to_object (archetype::find (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1626 1435
1627 tmp1->x = op->x; 1436 tmp1->x = op->x;
1628 tmp1->y = op->y; 1437 tmp1->y = op->y;
1629 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1630} 1445}
1631 1446
1632/* 1447/*
1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1634 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1635 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1636 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1637 * global static errmsg array. 1452 * global static errmsg array.
1638 */ 1453 */
1639
1640object * 1454object *
1641get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1642{ 1456{
1643 object * 1457 object *newob;
1644 newob;
1645 int
1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1647 1459
1648 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1649 { 1461 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL; 1463 return NULL;
1652 } 1464 }
1653 1465
1654 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1655 1467
1656 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1657 { 1469 orig_ob->destroy (1);
1658 if (!is_removed)
1659 remove_ob (orig_ob);
1660 free_object2 (orig_ob, 1);
1661 }
1662 else if (!is_removed) 1470 else if (!is_removed)
1663 { 1471 {
1664 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1665 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1686 1494
1687object * 1495object *
1688decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1689{ 1497{
1690 object *tmp; 1498 object *tmp;
1691 player *pl;
1692 1499
1693 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1694 return op; 1501 return op;
1695 1502
1696 if (i > op->nrof) 1503 if (i > op->nrof)
1697 i = op->nrof; 1504 i = op->nrof;
1698 1505
1699 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i; 1507 op->nrof -= i;
1701 else if (op->env != NULL) 1508 else if (op->env)
1702 { 1509 {
1703 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1704 * therein? 1511 * therein?
1705 */ 1512 */
1706 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1707 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player. 1518 * and then searching the map for a player.
1712 */ 1519 */
1713 if (!tmp) 1520 if (!tmp)
1714 { 1521 for_all_players (pl)
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1717 break; 1525 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 } 1526 }
1723 1527
1724 if (i < op->nrof) 1528 if (i < op->nrof)
1725 { 1529 {
1726 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i; 1531 op->nrof -= i;
1728 if (tmp) 1532 if (tmp)
1729 {
1730 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1731 }
1732 } 1534 }
1733 else 1535 else
1734 { 1536 {
1735 remove_ob (op); 1537 op->remove ();
1736 op->nrof = 0; 1538 op->nrof = 0;
1737 if (tmp) 1539 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1740 }
1741 } 1541 }
1742 } 1542 }
1743 else 1543 else
1744 { 1544 {
1745 object *above = op->above; 1545 object *above = op->above;
1746 1546
1747 if (i < op->nrof) 1547 if (i < op->nrof)
1748 op->nrof -= i; 1548 op->nrof -= i;
1749 else 1549 else
1750 { 1550 {
1751 remove_ob (op); 1551 op->remove ();
1752 op->nrof = 0; 1552 op->nrof = 0;
1753 } 1553 }
1754 1554
1755 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1756 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1757 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1758 { 1558 {
1759 if (op->nrof) 1559 if (op->nrof)
1760 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1761 else 1561 else
1765 1565
1766 if (op->nrof) 1566 if (op->nrof)
1767 return op; 1567 return op;
1768 else 1568 else
1769 { 1569 {
1770 free_object (op); 1570 op->destroy ();
1771 return NULL; 1571 return 0;
1772 } 1572 }
1773} 1573}
1774 1574
1775/* 1575/*
1776 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1788 op->carrying += weight; 1588 op->carrying += weight;
1789 op = op->env; 1589 op = op->env;
1790 } 1590 }
1791} 1591}
1792 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1793/* 1613/*
1794 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1795 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1796 * inside the object environment. 1616 * inside the object environment.
1797 * 1617 *
1798 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1799 * the inventory at the last position or next to other objects of the same
1800 * type.
1801 * Frank: Now sorted by type, archetype and magic!
1802 *
1803 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1804 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1805 */ 1620 */
1806 1621
1807object * 1622object *
1808insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1809{ 1624{
1810 object * 1625 object *tmp, *otmp;
1811 tmp, *
1812 otmp;
1813 1626
1814 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 { 1628 op->remove ();
1816 dump_object (op);
1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1818 return op;
1819 }
1820
1821 if (where == NULL)
1822 {
1823 dump_object (op);
1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1825 return op;
1826 }
1827
1828 if (where->head)
1829 {
1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1831 where = where->head;
1832 }
1833 1629
1834 if (op->more) 1630 if (op->more)
1835 { 1631 {
1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1837 return op; 1633 return op;
1839 1635
1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1841 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1842 if (op->nrof) 1638 if (op->nrof)
1843 { 1639 {
1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1845 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1846 { 1642 {
1847 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1848 (client needs the original object) */ 1644 (client needs the original object) */
1849 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1850 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1851 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1852 */ 1648 */
1853 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1854 SET_FLAG (op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1855 free_object (op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1856 op = tmp; 1652 op = tmp;
1857 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1858 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1859 break; 1655 break;
1860 } 1656 }
1861 1657
1862 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1863 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1864 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1865 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1866 * the linking below 1662 * the linking below
1867 */ 1663 */
1868 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1869 } 1665 }
1870 else 1666 else
1871 add_weight (where, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1872 1668
1873 otmp = is_player_inv (where); 1669 otmp = this->in_player ();
1874 if (otmp && otmp->contr != NULL) 1670 if (otmp && otmp->contr)
1875 {
1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1877 fix_player (otmp); 1672 otmp->update_stats ();
1878 }
1879 1673
1880 op->map = NULL; 1674 op->map = 0;
1881 op->env = where; 1675 op->env = this;
1882 op->above = NULL; 1676 op->above = 0;
1883 op->below = NULL; 1677 op->below = 0;
1884 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1885 1679
1886 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1887 if ((op->glow_radius != 0) && where->map) 1681 if ((op->glow_radius != 0) && map)
1888 { 1682 {
1889#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1891#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map)) 1686 if (map->darkness)
1893 update_all_los (where->map, where->x, where->y); 1687 update_all_los (map, x, y);
1894 } 1688 }
1895 1689
1896 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1897 * It sure simplifies this function... 1691 * It sure simplifies this function...
1898 */ 1692 */
1899 if (where->inv == NULL) 1693 if (!inv)
1900 where->inv = op; 1694 inv = op;
1901 else 1695 else
1902 { 1696 {
1903 op->below = where->inv; 1697 op->below = inv;
1904 op->below->above = op; 1698 op->below->above = op;
1905 where->inv = op; 1699 inv = op;
1906 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1907 return op; 1704 return op;
1908} 1705}
1909 1706
1910/* 1707/*
1911 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1925 * 1722 *
1926 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1927 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1928 * on top. 1725 * on top.
1929 */ 1726 */
1930
1931int 1727int
1932check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1933{ 1729{
1934 object *tmp; 1730 object *tmp;
1935 maptile *m = op->map; 1731 maptile *m = op->map;
1962 1758
1963 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1965 */ 1761 */
1966 1762
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1968 { 1764 {
1969 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them. 1767 * we don't need to check all of them.
1972 */ 1768 */
2027/* 1823/*
2028 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2029 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2031 */ 1827 */
2032
2033object * 1828object *
2034present_arch (const archetype *at, maptile *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2035{ 1830{
2036 object *
2037 tmp;
2038
2039 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2040 { 1832 {
2041 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2042 return NULL; 1834 return NULL;
2043 } 1835 }
1836
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045 if (tmp->arch == at) 1838 if (tmp->arch == at)
2046 return tmp; 1839 return tmp;
1840
2047 return NULL; 1841 return NULL;
2048} 1842}
2049 1843
2050/* 1844/*
2051 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2052 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2054 */ 1848 */
2055
2056object * 1849object *
2057present (unsigned char type, maptile *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2058{ 1851{
2059 object *
2060 tmp;
2061
2062 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2063 { 1853 {
2064 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2065 return NULL; 1855 return NULL;
2066 } 1856 }
1857
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068 if (tmp->type == type) 1859 if (tmp->type == type)
2069 return tmp; 1860 return tmp;
1861
2070 return NULL; 1862 return NULL;
2071} 1863}
2072 1864
2073/* 1865/*
2074 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2075 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2077 */ 1869 */
2078
2079object * 1870object *
2080present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2081{ 1872{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->type == type) 1874 if (tmp->type == type)
2087 return tmp; 1875 return tmp;
1876
2088 return NULL; 1877 return NULL;
2089} 1878}
2090 1879
2091/* 1880/*
2092 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2100 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2101 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2102 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2103 * to be unique. 1892 * to be unique.
2104 */ 1893 */
2105
2106object * 1894object *
2107present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2108{ 1896{
2109 object *
2110 tmp;
2111
2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2113 {
2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2115 return tmp; 1899 return tmp;
2116 } 1900
2117 return NULL; 1901 return 0;
2118} 1902}
2119 1903
2120/* 1904/*
2121 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2122 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2123 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2124 */ 1908 */
2125
2126object * 1909object *
2127present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2128{ 1911{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133 if (tmp->arch == at) 1913 if (tmp->arch == at)
2134 return tmp; 1914 return tmp;
1915
2135 return NULL; 1916 return NULL;
2136} 1917}
2137 1918
2138/* 1919/*
2139 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2140 */ 1921 */
2141void 1922void
2142flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2143{ 1924{
2144 object *
2145 tmp;
2146
2147 if (op->inv) 1925 if (op->inv)
2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 { 1927 {
2150 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2151 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2152 } 1930 }
2153} /* 1931}
1932
1933/*
2154 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2155 */ 1935 */
2156void 1936void
2157unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2158{ 1938{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1939 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1941 {
2165 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2166 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2167 } 1944 }
2168} 1945}
2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2172 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2173 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2174 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2175 */ 1952 */
2176
2177void 1953void
2178set_cheat (object *op) 1954set_cheat (object *op)
2179{ 1955{
2180 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2181 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2200 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2201 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2202 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2203 * customized, changed states, etc. 1979 * customized, changed states, etc.
2204 */ 1980 */
2205
2206int 1981int
2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{ 1983{
2209 int
2210 i,
2211 index = 0, flag; 1984 int index = 0, flag;
2212 static int
2213 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2214 1986
2215 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2216 { 1988 {
2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2218 if (!flag) 1990 if (!flag)
2219 altern[index++] = i; 1991 altern [index++] = i;
2220 1992
2221 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2222 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2223 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2224 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2225 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2226 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2227 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2228 */ 2000 */
2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2230 stop = maxfree[i]; 2002 stop = maxfree[i];
2231 } 2003 }
2004
2232 if (!index) 2005 if (!index)
2233 return -1; 2006 return -1;
2007
2234 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2235} 2009}
2236 2010
2237/* 2011/*
2238 * find_first_free_spot(archetype, maptile, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2239 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2240 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2241 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2242 */ 2016 */
2243
2244int 2017int
2245find_first_free_spot (const object *ob, maptile *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{ 2019{
2247 int
2248 i;
2249
2250 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2251 {
2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2253 return i; 2022 return i;
2254 } 2023
2255 return -1; 2024 return -1;
2256} 2025}
2257 2026
2258/* 2027/*
2259 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2260 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2261 */ 2031 */
2262static void 2032static void
2263permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2264{ 2034{
2265 int 2035 arr += begin;
2266 i,
2267 j,
2268 tmp,
2269 len;
2270
2271 len = end - begin; 2036 end -= begin;
2272 for (i = begin; i < end; i++)
2273 {
2274 j = begin + RANDOM () % len;
2275 2037
2276 tmp = arr[i]; 2038 while (--end)
2277 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2278 arr[j] = tmp;
2279 }
2280} 2040}
2281 2041
2282/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2283 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2284 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2287 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2288 */ 2048 */
2289void 2049void
2290get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2291{ 2051{
2292 int 2052 int i;
2293 i;
2294 2053
2295 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2296 {
2297 search_arr[i] = i; 2055 search_arr[i] = i;
2298 }
2299 2056
2300 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2303} 2060}
2312 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2313 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2314 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2315 * there is capable of. 2072 * there is capable of.
2316 */ 2073 */
2317
2318int 2074int
2319find_dir (maptile *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2320{ 2076{
2321 int
2322 i,
2323 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2324 2078
2325 sint16 nx, ny; 2079 sint16 nx, ny;
2326 object * 2080 object *tmp;
2327 tmp;
2328 maptile * 2081 maptile *mp;
2329 mp;
2330 2082
2331 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2332 2084
2333 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2334 { 2086 {
2346 mp = m; 2098 mp = m;
2347 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2348 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2349 2101
2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2351 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2352 {
2353 max = maxfree[i]; 2105 max = maxfree[i];
2354 }
2355 else 2106 else
2356 { 2107 {
2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2358 2111
2359 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2360 {
2361 max = maxfree[i]; 2113 max = maxfree[i];
2362 }
2363 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2364 { 2115 {
2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2366 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368 {
2369 break; 2119 break;
2370 } 2120
2371 }
2372 if (tmp) 2121 if (tmp)
2373 {
2374 return freedir[i]; 2122 return freedir[i];
2375 }
2376 } 2123 }
2377 } 2124 }
2378 } 2125 }
2126
2379 return 0; 2127 return 0;
2380} 2128}
2381 2129
2382/* 2130/*
2383 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2384 * distance between the two given objects. 2132 * distance between the two given objects.
2385 */ 2133 */
2386
2387int 2134int
2388distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2389{ 2136{
2390 int
2391 i;
2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2394 return i;
2395} 2138}
2396 2139
2397/* 2140/*
2398 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2399 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2400 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2401 */ 2144 */
2402
2403int 2145int
2404find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2405{ 2147{
2406 int 2148 int q;
2407 q;
2408 2149
2409 if (y) 2150 if (y)
2410 q = x * 100 / y; 2151 q = x * 100 / y;
2411 else if (x) 2152 else if (x)
2412 q = -300 * x; 2153 q = -300 * x;
2447int 2188int
2448absdir (int d) 2189absdir (int d)
2449{ 2190{
2450 while (d < 1) 2191 while (d < 1)
2451 d += 8; 2192 d += 8;
2193
2452 while (d > 8) 2194 while (d > 8)
2453 d -= 8; 2195 d -= 8;
2196
2454 return d; 2197 return d;
2455} 2198}
2456 2199
2457/* 2200/*
2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2460 */ 2203 */
2461 2204
2462int 2205int
2463dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2464{ 2207{
2465 int 2208 int d;
2466 d;
2467 2209
2468 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2469 if (d > 4) 2211 if (d > 4)
2470 d = 8 - d; 2212 d = 8 - d;
2213
2471 return d; 2214 return d;
2472} 2215}
2473 2216
2474/* peterm: 2217/* peterm:
2475 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2478 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2479 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2480 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2481 * functions. 2224 * functions.
2482 */ 2225 */
2483
2484int
2485 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2486 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2487 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2488 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2489 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2490 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2538 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2539 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2540 * can see a direct way to get it 2281 * can see a direct way to get it
2541 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2542 */ 2283 */
2543
2544
2545int 2284int
2546can_see_monsterP (maptile *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2547{ 2286{
2548 sint16 dx, dy; 2287 sint16 dx, dy;
2549 int
2550 mflags; 2288 int mflags;
2551 2289
2552 if (dir < 0) 2290 if (dir < 0)
2553 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2554 2292
2555 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2568 return 0; 2306 return 0;
2569 2307
2570 /* yes, can see. */ 2308 /* yes, can see. */
2571 if (dir < 9) 2309 if (dir < 9)
2572 return 1; 2310 return 1;
2311
2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2575} 2315}
2576
2577
2578 2316
2579/* 2317/*
2580 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2581 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2582 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2596} 2334}
2597 2335
2598
2599/* 2336/*
2600 * create clone from object to another 2337 * create clone from object to another
2601 */ 2338 */
2602object * 2339object *
2603object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2604{ 2341{
2605 object *
2606 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2607 2343
2608 if (!asrc) 2344 if (!asrc)
2609 return NULL; 2345 return 0;
2346
2610 src = asrc; 2347 src = asrc;
2611 if (src->head) 2348 if (src->head)
2612 src = src->head; 2349 src = src->head;
2613 2350
2614 prev = NULL; 2351 prev = 0;
2615 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2616 { 2353 {
2617 tmp = get_object (); 2354 tmp = part->clone ();
2618 copy_object (part, tmp);
2619 tmp->x -= src->x; 2355 tmp->x -= src->x;
2620 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2621 if (!part->head) 2358 if (!part->head)
2622 { 2359 {
2623 dst = tmp; 2360 dst = tmp;
2624 tmp->head = NULL; 2361 tmp->head = 0;
2625 } 2362 }
2626 else 2363 else
2627 {
2628 tmp->head = dst; 2364 tmp->head = dst;
2629 } 2365
2630 tmp->more = NULL; 2366 tmp->more = 0;
2367
2631 if (prev) 2368 if (prev)
2632 prev->more = tmp; 2369 prev->more = tmp;
2370
2633 prev = tmp; 2371 prev = tmp;
2634 } 2372 }
2635 2373
2636 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2637 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2643/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2644/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2645/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2646/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2647/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2648
2649object * 2386object *
2650load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2651{ 2388{
2652 object *op; 2389 object *op;
2653 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2663 } 2400 }
2664 2401
2665 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2666 fclose (tempfile); 2403 fclose (tempfile);
2667 2404
2668 op = get_object (); 2405 op = object::create ();
2669 2406
2670 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2671 2408
2672 if (thawer) 2409 if (thawer)
2673 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2683 * returns NULL if no match. 2420 * returns NULL if no match.
2684 */ 2421 */
2685object * 2422object *
2686find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2687{ 2424{
2688 object *tmp;
2689
2690 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp; 2427 return tmp;
2693 2428
2694 return NULL; 2429 return 0;
2695} 2430}
2696 2431
2697/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2698 * otherwise return NULL. 2433 * otherwise return NULL.
2699 * 2434 *
2701 * do the desired thing. 2436 * do the desired thing.
2702 */ 2437 */
2703key_value * 2438key_value *
2704get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2705{ 2440{
2706 key_value *link;
2707
2708 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2709 if (link->key == key) 2442 if (link->key == key)
2710 return link; 2443 return link;
2711 2444
2712 return NULL; 2445 return 0;
2713} 2446}
2714 2447
2715/* 2448/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2450 *
2757 * Returns TRUE on success. 2490 * Returns TRUE on success.
2758 */ 2491 */
2759int 2492int
2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{ 2494{
2762 key_value *
2763 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2764 2496
2765 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2766 { 2498 {
2767 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2768 { 2500 {
2796 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2797 2529
2798 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2799 2531
2800 if (!add_key) 2532 if (!add_key)
2801 {
2802 return FALSE; 2533 return FALSE;
2803 } 2534
2804 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2808 * should pass in "" 2539 * should pass in ""
2857 } 2588 }
2858 else 2589 else
2859 item = item->env; 2590 item = item->env;
2860} 2591}
2861 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2862// return a suitable string describing an objetc in enough detail to find it 2620// return a suitable string describing an objetc in enough detail to find it
2863const char * 2621const char *
2864object::debug_desc (char *info) const 2622object::debug_desc (char *info) const
2865{ 2623{
2624 char flagdesc[512];
2866 char info2[256 * 3]; 2625 char info2[256 * 4];
2867 char *p = info; 2626 char *p = info;
2868 2627
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2870 count, 2629 count, uuid.seq,
2871 &name, 2630 &name,
2872 title ? " " : "", 2631 title ? "\",title:" : "",
2873 title ? (const char *)title : ""); 2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2874 2634
2875 if (env) 2635 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877 2637
2878 if (map) 2638 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2880 2640
2881 return info; 2641 return info;
2882} 2642}
2883 2643
2884const char * 2644const char *

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