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Comparing deliantra/server/common/object.C (file contents):
Revision 1.52 by root, Wed Sep 27 00:36:08 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 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 ();
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 deactivate ();
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_UPTODATE))
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_ = 0;
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_ = 0;
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
901object *object::first; 665object *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 && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922 666
923object::object () 667object::object ()
924{ 668{
925 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
926 670
958 702
959 prev = 0; 703 prev = 0;
960 next = 0; 704 next = 0;
961} 705}
962 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
963object *object::create () 831object *object::create ()
964{ 832{
965 object *op = new object; 833 object *op = new object;
966 op->link (); 834 op->link ();
967 return op; 835 return op;
968} 836}
969 837
970/* 838void
971 * free_object() frees everything allocated by an object, removes 839object::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 destroy_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::destroy (bool destroy_inventory)
981{ 840{
982 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
983 return; 851 return;
984 852
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
986 remove_friendly_object (this);
987 854
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
989 remove_ob (this);
990 856
991 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
992 884
993 if (more) 885 if (more)
994 { 886 {
995 more->destroy (destroy_inventory); 887 more->destroy ();
996 more = 0; 888 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 (destroy_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->destroy (destroy_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 } 889 }
1040 890
1041 // clear those pointers that likely might have circular references to us 891 // clear those pointers that likely might have circular references to us
1042 owner = 0; 892 owner = 0;
1043 enemy = 0; 893 enemy = 0;
1044 attacked_by = 0; 894 attacked_by = 0;
1045 895
1046 // only relevant for players(?), but make sure of it anyways 896 // only relevant for players(?), but make sure of it anyways
1047 contr = 0; 897 contr = 0;
898}
1048 899
1049 /* Remove object from the active list */ 900void
1050 speed = 0; 901object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 902{
903 if (destroyed ())
904 return;
1052 905
1053 unlink (); 906 if (destroy_inventory)
907 destroy_inv (false);
1054 908
1055 mortals.push_back (this); 909 attachable::destroy ();
1056} 910}
1057 911
1058/* 912/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1061 */ 915 */
1062
1063void 916void
1064sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1065{ 918{
1066 while (op != NULL) 919 while (op != NULL)
1067 { 920 {
1071 op->carrying -= weight; 924 op->carrying -= weight;
1072 op = op->env; 925 op = op->env;
1073 } 926 }
1074} 927}
1075 928
1076/* remove_ob(op): 929/* op->remove ():
1077 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 934 * the previous environment.
1082 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1083 */ 936 */
1084
1085void 937void
1086remove_ob (object *op) 938object::remove ()
1087{ 939{
1088 object *tmp, *last = 0; 940 object *tmp, *last = 0;
1089 object *otmp; 941 object *otmp;
1090 942
1091 int check_walk_off;
1092 maptile *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1097 return; 944 return;
1098 945
1099 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1100 948
1101 if (op->more != NULL) 949 if (more)
1102 remove_ob (op->more); 950 more->remove ();
1103 951
1104 /* 952 /*
1105 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1106 * inventory. 954 * inventory.
1107 */ 955 */
1108 if (op->env != NULL) 956 if (env)
1109 { 957 {
1110 if (op->nrof) 958 if (nrof)
1111 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1112 else 960 else
1113 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1114 962
1115 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 965 * to save cpu time.
1118 */ 966 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120 fix_player (otmp); 968 otmp->update_stats ();
1121 969
1122 if (op->above != NULL) 970 if (above)
1123 op->above->below = op->below; 971 above->below = below;
1124 else 972 else
1125 op->env->inv = op->below; 973 env->inv = below;
1126 974
1127 if (op->below != NULL) 975 if (below)
1128 op->below->above = op->above; 976 below->above = above;
1129 977
1130 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1133 */ 981 */
1134 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1135 op->map = op->env->map; 983 map = env->map;
1136 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1137 op->env = NULL; 985 env = 0;
1138 } 986 }
1139 else if (op->map) 987 else if (map)
1140 { 988 {
1141 x = op->x; 989 if (type == PLAYER)
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 } 990 {
1155 991 --map->players;
1156 if (op->map != m) 992 map->touch ();
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */ 993 }
994
995 map->dirty = true;
1163 996
1164 /* link the object above us */ 997 /* link the object above us */
1165 if (op->above) 998 if (above)
1166 op->above->below = op->below; 999 above->below = below;
1167 else 1000 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1169 1002
1170 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1171 if (op->below) 1004 if (below)
1172 op->below->above = op->above; 1005 below->above = above;
1173 else 1006 else
1174 { 1007 {
1175 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1177 * evident 1010 * evident
1178 */ 1011 */
1179 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1180 { 1013 {
1181 dump_object (op); 1014 char *dump = dump_object (this);
1182 LOG (llevError, 1015 LOG (llevError,
1183 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1016 "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);
1017 free (dump);
1184 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1185 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1186 } 1021 }
1187 1022
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1189 } 1024 }
1190 1025
1191 op->above = 0; 1026 above = 0;
1192 op->below = 0; 1027 below = 0;
1193 1028
1194 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1195 return; 1030 return;
1196 1031
1197 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1198 1033
1199 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1200 { 1035 {
1201 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1202 * being removed. 1037 * being removed.
1203 */ 1038 */
1204 1039
1205 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1206 { 1041 {
1207 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1208 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1209 * appropriately. 1044 * appropriately.
1210 */ 1045 */
1211 if (tmp->container == op) 1046 if (tmp->container == this)
1212 { 1047 {
1213 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1214 tmp->container = NULL; 1049 tmp->container = 0;
1215 } 1050 }
1216 1051
1217 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1218 } 1054 }
1219 1055
1220 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1221 if (check_walk_off 1057 if (check_walk_off
1222 && ((op->move_type & tmp->move_off) 1058 && ((move_type & tmp->move_off)
1223 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1060 {
1225 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1226 1062
1227 if (op->destroyed ()) 1063 if (destroyed ())
1228 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1229 } 1065 }
1230 1066
1231 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1232 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1233 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1234 tmp->above = NULL; 1070 tmp->above = 0;
1235 1071
1236 last = tmp; 1072 last = tmp;
1237 } 1073 }
1238 1074
1239 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1240 if (last == NULL) 1077 if (!last)
1241 { 1078 map->at (x, y).flags_ = 0;
1242 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1243 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1244 * those out anyways, and if there are any flags set right now, they won't
1245 * be correct anyways.
1246 */
1247 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1248 update_position (op->map, op->x, op->y);
1249 }
1250 else 1079 else
1251 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1252 1081
1253 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1254 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1255 } 1084 }
1256} 1085}
1257 1086
1258/* 1087/*
1259 * merge_ob(op,top): 1088 * merge_ob(op,top):
1267merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1268{ 1097{
1269 if (!op->nrof) 1098 if (!op->nrof)
1270 return 0; 1099 return 0;
1271 1100
1272 if (top == NULL) 1101 if (top)
1273 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1274 1104
1275 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1276 { 1106 {
1277 if (top == op) 1107 if (top == op)
1278 continue; 1108 continue;
1279 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1280 { 1111 {
1281 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1282 1113
1283/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1284 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1285 remove_ob (op); 1116 op->destroy ();
1286 free_object (op);
1287 return top; 1117 return top;
1288 } 1118 }
1289 } 1119 }
1290 1120
1291 return 0; 1121 return 0;
1296 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1297 */ 1127 */
1298object * 1128object *
1299insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300{ 1130{
1301 object *tmp;
1302
1303 if (op->head)
1304 op = op->head;
1305
1306 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1307 { 1132 {
1308 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1309 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1310 } 1135 }
1311 1136
1330 * Return value: 1155 * Return value:
1331 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1332 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1333 * just 'op' otherwise 1158 * just 'op' otherwise
1334 */ 1159 */
1335
1336object * 1160object *
1337insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1338{ 1162{
1339 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1340 sint16 x, y; 1164 sint16 x, y;
1343 { 1167 {
1344 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1345 return NULL; 1169 return NULL;
1346 } 1170 }
1347 1171
1348 if (m == NULL) 1172 if (!m)
1349 { 1173 {
1350 dump_object (op); 1174 char *dump = dump_object (op);
1351 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1352 return op; 1177 return op;
1353 } 1178 }
1354 1179
1355 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1356 { 1181 {
1357 dump_object (op); 1182 char *dump = dump_object (op);
1358 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1359#ifdef MANY_CORES 1184#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted. 1187 * improperly inserted.
1363 */ 1188 */
1364 abort (); 1189 abort ();
1365#endif 1190#endif
1191 free (dump);
1366 return op; 1192 return op;
1367 } 1193 }
1368 1194
1369 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370 { 1196 {
1371 dump_object (op); 1197 char *dump = dump_object (op);
1372 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1373 return op; 1200 return op;
1374 } 1201 }
1375 1202
1376 if (op->more != NULL) 1203 if (op->more)
1377 { 1204 {
1378 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1379 1206
1380 object *more = op->more; 1207 object *more = op->more;
1381 1208
1382 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1383 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1384 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1385 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1386 */ 1213 */
1387 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 else if (!more->map) 1216 else if (!more->map)
1390 { 1217 {
1397 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398 { 1225 {
1399 if (!op->head) 1226 if (!op->head)
1400 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401 1228
1402 return NULL; 1229 return 0;
1403 } 1230 }
1404 } 1231 }
1405 1232
1406 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1407 1234
1414 y = op->y; 1241 y = op->y;
1415 1242
1416 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1417 */ 1244 */
1418 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1420 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1421 { 1248 {
1422 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1423 remove_ob (tmp); 1250 tmp->destroy ();
1424 free_object (tmp);
1425 } 1251 }
1426 1252
1427 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429 1255
1442 op->below = originator->below; 1268 op->below = originator->below;
1443 1269
1444 if (op->below) 1270 if (op->below)
1445 op->below->above = op; 1271 op->below->above = op;
1446 else 1272 else
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1448 1274
1449 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1450 originator->below = op; 1276 originator->below = op;
1451 } 1277 }
1452 else 1278 else
1453 { 1279 {
1454 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1455 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1456 { 1282 {
1457 object *last = NULL; 1283 object *last = 0;
1458 1284
1459 /* 1285 /*
1460 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1461 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1462 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1466 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1467 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1468 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1469 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1470 */ 1296 */
1471
1472 while (top != NULL) 1297 while (top)
1473 { 1298 {
1474 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475 floor = top; 1300 floor = top;
1476 1301
1477 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1498 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd. 1325 * stacking is a bit odd.
1501 */ 1326 */
1502 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1503 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1504 { 1329 {
1505 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1506 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507 break; 1332 break;
1508 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1530 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1531 1356
1532 if (op->above) 1357 if (op->above)
1533 op->above->below = op; 1358 op->above->below = op;
1534 1359
1535 op->below = NULL; 1360 op->below = 0;
1536 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1537 } 1362 }
1538 else 1363 else
1539 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1540 op->above = top->above; 1365 op->above = top->above;
1541 1366
1544 1369
1545 op->below = top; 1370 op->below = top;
1546 top->above = op; 1371 top->above = op;
1547 } 1372 }
1548 1373
1549 if (op->above == NULL) 1374 if (!op->above)
1550 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1551 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1552 1377
1553 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1554 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1555 1386
1556 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1557 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1558 */ 1389 */
1559 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1560 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1561 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1562 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1563 1394
1564 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1565 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1566 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1567 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1568 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1569 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1570 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1571 * of effect may be sufficient. 1402 * of effect may be sufficient.
1572 */ 1403 */
1573 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1574 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1575 1406
1576 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1577 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1578 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1579 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1580 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1581 * 1414 *
1582 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object(). 1418 * update_object().
1587 1420
1588 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1589 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1590 { 1423 {
1591 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1592 return NULL; 1425 return 0;
1593 1426
1594 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1595 * walk on's. 1428 * walk on's.
1596 */ 1429 */
1597 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1598 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1599 return NULL; 1432 return 0;
1600 } 1433 }
1601 1434
1602 return op; 1435 return op;
1603} 1436}
1604 1437
1605/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1606 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1607 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1608 */ 1441 */
1609void 1442void
1610replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1611{ 1444{
1612 object * 1445 object *tmp, *tmp1;
1613 tmp;
1614 object *
1615 tmp1;
1616 1446
1617 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1618 1448
1619 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1620 {
1621 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1622 { 1451 tmp->destroy ();
1623 remove_ob (tmp);
1624 free_object (tmp);
1625 }
1626 }
1627 1452
1628 tmp1 = arch_to_object (archetype::find (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1629 1454
1630 tmp1->x = op->x; 1455 tmp1->x = op->x;
1631 tmp1->y = op->y; 1456 tmp1->y = op->y;
1632 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1633} 1464}
1634 1465
1635/* 1466/*
1636 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1637 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1638 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1639 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1640 * global static errmsg array. 1471 * global static errmsg array.
1641 */ 1472 */
1642
1643object * 1473object *
1644get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1645{ 1475{
1646 object * 1476 object *newob;
1647 newob;
1648 int
1649 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1650 1478
1651 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1652 { 1480 {
1653 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1654 return NULL; 1482 return NULL;
1655 } 1483 }
1656 1484
1657 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1658 1486
1659 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1660 { 1488 orig_ob->destroy (1);
1661 if (!is_removed)
1662 remove_ob (orig_ob);
1663 free_object2 (orig_ob, 1);
1664 }
1665 else if (!is_removed) 1489 else if (!is_removed)
1666 { 1490 {
1667 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1668 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1669 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1689 1513
1690object * 1514object *
1691decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1692{ 1516{
1693 object *tmp; 1517 object *tmp;
1694 player *pl;
1695 1518
1696 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1697 return op; 1520 return op;
1698 1521
1699 if (i > op->nrof) 1522 if (i > op->nrof)
1700 i = op->nrof; 1523 i = op->nrof;
1701 1524
1702 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1703 op->nrof -= i; 1526 op->nrof -= i;
1704 else if (op->env != NULL) 1527 else if (op->env)
1705 { 1528 {
1706 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1707 * therein? 1530 * therein?
1708 */ 1531 */
1709 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1710 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1711 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1712 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1713 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1714 * and then searching the map for a player. 1537 * and then searching the map for a player.
1715 */ 1538 */
1716 if (!tmp) 1539 if (!tmp)
1717 { 1540 for_all_players (pl)
1718 for (pl = first_player; pl; pl = pl->next)
1719 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1720 break; 1544 break;
1721 if (pl)
1722 tmp = pl->ob;
1723 else
1724 tmp = NULL;
1725 } 1545 }
1726 1546
1727 if (i < op->nrof) 1547 if (i < op->nrof)
1728 { 1548 {
1729 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1730 op->nrof -= i; 1550 op->nrof -= i;
1731 if (tmp) 1551 if (tmp)
1732 {
1733 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1734 }
1735 } 1553 }
1736 else 1554 else
1737 { 1555 {
1738 remove_ob (op); 1556 op->remove ();
1739 op->nrof = 0; 1557 op->nrof = 0;
1740 if (tmp) 1558 if (tmp)
1741 {
1742 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1743 }
1744 } 1560 }
1745 } 1561 }
1746 else 1562 else
1747 { 1563 {
1748 object *above = op->above; 1564 object *above = op->above;
1749 1565
1750 if (i < op->nrof) 1566 if (i < op->nrof)
1751 op->nrof -= i; 1567 op->nrof -= i;
1752 else 1568 else
1753 { 1569 {
1754 remove_ob (op); 1570 op->remove ();
1755 op->nrof = 0; 1571 op->nrof = 0;
1756 } 1572 }
1757 1573
1758 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1759 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1760 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1761 { 1577 {
1762 if (op->nrof) 1578 if (op->nrof)
1763 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1764 else 1580 else
1768 1584
1769 if (op->nrof) 1585 if (op->nrof)
1770 return op; 1586 return op;
1771 else 1587 else
1772 { 1588 {
1773 free_object (op); 1589 op->destroy ();
1774 return NULL; 1590 return 0;
1775 } 1591 }
1776} 1592}
1777 1593
1778/* 1594/*
1779 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1791 op->carrying += weight; 1607 op->carrying += weight;
1792 op = op->env; 1608 op = op->env;
1793 } 1609 }
1794} 1610}
1795 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1796/* 1632/*
1797 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1798 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1799 * inside the object environment. 1635 * inside the object environment.
1800 * 1636 *
1801 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1802 * the inventory at the last position or next to other objects of the same
1803 * type.
1804 * Frank: Now sorted by type, archetype and magic!
1805 *
1806 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1807 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1808 */ 1639 */
1809 1640
1810object * 1641object *
1811insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1812{ 1643{
1813 object * 1644 object *tmp, *otmp;
1814 tmp, *
1815 otmp;
1816 1645
1817 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1818 { 1647 op->remove ();
1819 dump_object (op);
1820 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1821 return op;
1822 }
1823
1824 if (where == NULL)
1825 {
1826 dump_object (op);
1827 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where->head)
1832 {
1833 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1834 where = where->head;
1835 }
1836 1648
1837 if (op->more) 1649 if (op->more)
1838 { 1650 {
1839 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1840 return op; 1652 return op;
1842 1654
1843 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1844 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1845 if (op->nrof) 1657 if (op->nrof)
1846 { 1658 {
1847 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1848 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1849 { 1661 {
1850 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1851 (client needs the original object) */ 1663 (client needs the original object) */
1852 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1853 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1854 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1855 */ 1667 */
1856 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1857 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1858 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1859 op = tmp; 1671 op = tmp;
1860 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1861 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1862 break; 1674 break;
1863 } 1675 }
1864 1676
1865 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1866 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1867 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1868 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1869 * the linking below 1681 * the linking below
1870 */ 1682 */
1871 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1872 } 1684 }
1873 else 1685 else
1874 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1875 1687
1876 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1877 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1878 {
1879 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1880 fix_player (otmp); 1691 otmp->update_stats ();
1881 }
1882 1692
1883 op->map = NULL; 1693 op->map = 0;
1884 op->env = where; 1694 op->env = this;
1885 op->above = NULL; 1695 op->above = 0;
1886 op->below = NULL; 1696 op->below = 0;
1887 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1888 1698
1889 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1890 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1891 { 1701 {
1892#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1893 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1894#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1895 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1896 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1897 } 1707 }
1898 1708
1899 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1900 * It sure simplifies this function... 1710 * It sure simplifies this function...
1901 */ 1711 */
1902 if (where->inv == NULL) 1712 if (!inv)
1903 where->inv = op; 1713 inv = op;
1904 else 1714 else
1905 { 1715 {
1906 op->below = where->inv; 1716 op->below = inv;
1907 op->below->above = op; 1717 op->below->above = op;
1908 where->inv = op; 1718 inv = op;
1909 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1910 return op; 1723 return op;
1911} 1724}
1912 1725
1913/* 1726/*
1914 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1928 * 1741 *
1929 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1930 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1931 * on top. 1744 * on top.
1932 */ 1745 */
1933
1934int 1746int
1935check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1936{ 1748{
1937 object *tmp; 1749 object *tmp;
1938 maptile *m = op->map; 1750 maptile *m = op->map;
1965 1777
1966 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1967 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1968 */ 1780 */
1969 1781
1970 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1971 { 1783 {
1972 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1973 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1974 * we don't need to check all of them. 1786 * we don't need to check all of them.
1975 */ 1787 */
2030/* 1842/*
2031 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2032 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2033 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2034 */ 1846 */
2035
2036object * 1847object *
2037present_arch (const archetype *at, maptile *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2038{ 1849{
2039 object *
2040 tmp;
2041
2042 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
2043 { 1851 {
2044 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2045 return NULL; 1853 return NULL;
2046 } 1854 }
2047 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2048 if (tmp->arch == at) 1857 if (tmp->arch == at)
2049 return tmp; 1858 return tmp;
1859
2050 return NULL; 1860 return NULL;
2051} 1861}
2052 1862
2053/* 1863/*
2054 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2055 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2056 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2057 */ 1867 */
2058
2059object * 1868object *
2060present (unsigned char type, maptile *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2061{ 1870{
2062 object *
2063 tmp;
2064
2065 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2066 { 1872 {
2067 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2068 return NULL; 1874 return NULL;
2069 } 1875 }
2070 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2071 if (tmp->type == type) 1878 if (tmp->type == type)
2072 return tmp; 1879 return tmp;
1880
2073 return NULL; 1881 return NULL;
2074} 1882}
2075 1883
2076/* 1884/*
2077 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2078 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2079 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2080 */ 1888 */
2081
2082object * 1889object *
2083present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2084{ 1891{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2089 if (tmp->type == type) 1893 if (tmp->type == type)
2090 return tmp; 1894 return tmp;
1895
2091 return NULL; 1896 return NULL;
2092} 1897}
2093 1898
2094/* 1899/*
2095 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2103 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2104 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2105 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2106 * to be unique. 1911 * to be unique.
2107 */ 1912 */
2108
2109object * 1913object *
2110present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2111{ 1915{
2112 object *
2113 tmp;
2114
2115 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2116 {
2117 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2118 return tmp; 1918 return tmp;
2119 } 1919
2120 return NULL; 1920 return 0;
2121} 1921}
2122 1922
2123/* 1923/*
2124 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2125 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2126 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2127 */ 1927 */
2128
2129object * 1928object *
2130present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2131{ 1930{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2136 if (tmp->arch == at) 1932 if (tmp->arch == at)
2137 return tmp; 1933 return tmp;
1934
2138 return NULL; 1935 return NULL;
2139} 1936}
2140 1937
2141/* 1938/*
2142 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2143 */ 1940 */
2144void 1941void
2145flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2146{ 1943{
2147 object *
2148 tmp;
2149
2150 if (op->inv) 1944 if (op->inv)
2151 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2152 { 1946 {
2153 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2154 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2155 } 1949 }
2156} /* 1950}
1951
1952/*
2157 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2158 */ 1954 */
2159void 1955void
2160unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2161{ 1957{
2162 object *
2163 tmp;
2164
2165 if (op->inv) 1958 if (op->inv)
2166 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2167 { 1960 {
2168 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2169 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2170 } 1963 }
2171} 1964}
2174 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2175 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2176 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2177 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2178 */ 1971 */
2179
2180void 1972void
2181set_cheat (object *op) 1973set_cheat (object *op)
2182{ 1974{
2183 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2184 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2203 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2204 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2205 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2206 * customized, changed states, etc. 1998 * customized, changed states, etc.
2207 */ 1999 */
2208
2209int 2000int
2210find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211{ 2002{
2212 int
2213 i,
2214 index = 0, flag; 2003 int index = 0, flag;
2215 static int
2216 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2217 2005
2218 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2219 { 2007 {
2220 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2221 if (!flag) 2009 if (!flag)
2222 altern[index++] = i; 2010 altern [index++] = i;
2223 2011
2224 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2225 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2226 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2227 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2228 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2229 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2230 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2231 */ 2019 */
2232 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2233 stop = maxfree[i]; 2021 stop = maxfree[i];
2234 } 2022 }
2023
2235 if (!index) 2024 if (!index)
2236 return -1; 2025 return -1;
2026
2237 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2238} 2028}
2239 2029
2240/* 2030/*
2241 * find_first_free_spot(archetype, maptile, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2242 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2243 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2244 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2245 */ 2035 */
2246
2247int 2036int
2248find_first_free_spot (const object *ob, maptile *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249{ 2038{
2250 int
2251 i;
2252
2253 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2254 {
2255 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2256 return i; 2041 return i;
2257 } 2042
2258 return -1; 2043 return -1;
2259} 2044}
2260 2045
2261/* 2046/*
2262 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2263 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2264 */ 2050 */
2265static void 2051static void
2266permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2267{ 2053{
2268 int 2054 arr += begin;
2269 i,
2270 j,
2271 tmp,
2272 len;
2273
2274 len = end - begin; 2055 end -= begin;
2275 for (i = begin; i < end; i++)
2276 {
2277 j = begin + RANDOM () % len;
2278 2056
2279 tmp = arr[i]; 2057 while (--end)
2280 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2281 arr[j] = tmp;
2282 }
2283} 2059}
2284 2060
2285/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2286 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2287 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2290 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2291 */ 2067 */
2292void 2068void
2293get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2294{ 2070{
2295 int 2071 int i;
2296 i;
2297 2072
2298 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2299 {
2300 search_arr[i] = i; 2074 search_arr[i] = i;
2301 }
2302 2075
2303 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2304 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2305 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2306} 2079}
2315 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2316 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2317 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2318 * there is capable of. 2091 * there is capable of.
2319 */ 2092 */
2320
2321int 2093int
2322find_dir (maptile *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2323{ 2095{
2324 int
2325 i,
2326 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2327 2097
2328 sint16 nx, ny; 2098 sint16 nx, ny;
2329 object * 2099 object *tmp;
2330 tmp;
2331 maptile * 2100 maptile *mp;
2332 mp;
2333 2101
2334 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2335 2103
2336 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2337 { 2105 {
2349 mp = m; 2117 mp = m;
2350 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2351 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2352 2120
2353 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2354 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2355 {
2356 max = maxfree[i]; 2124 max = maxfree[i];
2357 }
2358 else 2125 else
2359 { 2126 {
2360 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2361 2130
2362 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2363 {
2364 max = maxfree[i]; 2132 max = maxfree[i];
2365 }
2366 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2367 { 2134 {
2368 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2369 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2370 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 {
2372 break; 2138 break;
2373 } 2139
2374 }
2375 if (tmp) 2140 if (tmp)
2376 {
2377 return freedir[i]; 2141 return freedir[i];
2378 }
2379 } 2142 }
2380 } 2143 }
2381 } 2144 }
2145
2382 return 0; 2146 return 0;
2383} 2147}
2384 2148
2385/* 2149/*
2386 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2387 * distance between the two given objects. 2151 * distance between the two given objects.
2388 */ 2152 */
2389
2390int 2153int
2391distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2392{ 2155{
2393 int
2394 i;
2395
2396 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2397 return i;
2398} 2157}
2399 2158
2400/* 2159/*
2401 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2402 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2403 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2404 */ 2163 */
2405
2406int 2164int
2407find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2408{ 2166{
2409 int 2167 int q;
2410 q;
2411 2168
2412 if (y) 2169 if (y)
2413 q = x * 100 / y; 2170 q = x * 100 / y;
2414 else if (x) 2171 else if (x)
2415 q = -300 * x; 2172 q = -300 * x;
2450int 2207int
2451absdir (int d) 2208absdir (int d)
2452{ 2209{
2453 while (d < 1) 2210 while (d < 1)
2454 d += 8; 2211 d += 8;
2212
2455 while (d > 8) 2213 while (d > 8)
2456 d -= 8; 2214 d -= 8;
2215
2457 return d; 2216 return d;
2458} 2217}
2459 2218
2460/* 2219/*
2461 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2463 */ 2222 */
2464 2223
2465int 2224int
2466dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2467{ 2226{
2468 int 2227 int d;
2469 d;
2470 2228
2471 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2472 if (d > 4) 2230 if (d > 4)
2473 d = 8 - d; 2231 d = 8 - d;
2232
2474 return d; 2233 return d;
2475} 2234}
2476 2235
2477/* peterm: 2236/* peterm:
2478 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2481 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2482 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2483 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2484 * functions. 2243 * functions.
2485 */ 2244 */
2486
2487int
2488 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2489 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2490 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2491 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2492 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2493 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2541 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2542 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2543 * can see a direct way to get it 2300 * can see a direct way to get it
2544 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2545 */ 2302 */
2546
2547
2548int 2303int
2549can_see_monsterP (maptile *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2550{ 2305{
2551 sint16 dx, dy; 2306 sint16 dx, dy;
2552 int
2553 mflags; 2307 int mflags;
2554 2308
2555 if (dir < 0) 2309 if (dir < 0)
2556 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2557 2311
2558 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2571 return 0; 2325 return 0;
2572 2326
2573 /* yes, can see. */ 2327 /* yes, can see. */
2574 if (dir < 9) 2328 if (dir < 9)
2575 return 1; 2329 return 1;
2330
2576 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2577 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2578} 2334}
2579
2580
2581 2335
2582/* 2336/*
2583 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2584 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2585 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2596 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2597 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2598 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2599} 2353}
2600 2354
2601
2602/* 2355/*
2603 * create clone from object to another 2356 * create clone from object to another
2604 */ 2357 */
2605object * 2358object *
2606object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2607{ 2360{
2608 object *
2609 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2610 2362
2611 if (!asrc) 2363 if (!asrc)
2612 return NULL; 2364 return 0;
2365
2613 src = asrc; 2366 src = asrc;
2614 if (src->head) 2367 if (src->head)
2615 src = src->head; 2368 src = src->head;
2616 2369
2617 prev = NULL; 2370 prev = 0;
2618 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2619 { 2372 {
2620 tmp = get_object (); 2373 tmp = part->clone ();
2621 copy_object (part, tmp);
2622 tmp->x -= src->x; 2374 tmp->x -= src->x;
2623 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2624 if (!part->head) 2377 if (!part->head)
2625 { 2378 {
2626 dst = tmp; 2379 dst = tmp;
2627 tmp->head = NULL; 2380 tmp->head = 0;
2628 } 2381 }
2629 else 2382 else
2630 {
2631 tmp->head = dst; 2383 tmp->head = dst;
2632 } 2384
2633 tmp->more = NULL; 2385 tmp->more = 0;
2386
2634 if (prev) 2387 if (prev)
2635 prev->more = tmp; 2388 prev->more = tmp;
2389
2636 prev = tmp; 2390 prev = tmp;
2637 } 2391 }
2638 2392
2639 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2640 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2646/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2647/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2648/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2649/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2650/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2651
2652object * 2405object *
2653load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2654{ 2407{
2655 object *op; 2408 object *op;
2656 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2666 } 2419 }
2667 2420
2668 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2669 fclose (tempfile); 2422 fclose (tempfile);
2670 2423
2671 op = get_object (); 2424 op = object::create ();
2672 2425
2673 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2674 2427
2675 if (thawer) 2428 if (thawer)
2676 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2686 * returns NULL if no match. 2439 * returns NULL if no match.
2687 */ 2440 */
2688object * 2441object *
2689find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2690{ 2443{
2691 object *tmp;
2692
2693 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2694 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2695 return tmp; 2446 return tmp;
2696 2447
2697 return NULL; 2448 return 0;
2698} 2449}
2699 2450
2700/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2701 * otherwise return NULL. 2452 * otherwise return NULL.
2702 * 2453 *
2704 * do the desired thing. 2455 * do the desired thing.
2705 */ 2456 */
2706key_value * 2457key_value *
2707get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2708{ 2459{
2709 key_value *link;
2710
2711 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2712 if (link->key == key) 2461 if (link->key == key)
2713 return link; 2462 return link;
2714 2463
2715 return NULL; 2464 return 0;
2716} 2465}
2717 2466
2718/* 2467/*
2719 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2720 * 2469 *
2760 * Returns TRUE on success. 2509 * Returns TRUE on success.
2761 */ 2510 */
2762int 2511int
2763set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764{ 2513{
2765 key_value *
2766 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2767 2515
2768 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2769 { 2517 {
2770 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2771 { 2519 {
2799 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2800 2548
2801 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2802 2550
2803 if (!add_key) 2551 if (!add_key)
2804 {
2805 return FALSE; 2552 return FALSE;
2806 } 2553
2807 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2808 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2809 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2810 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2811 * should pass in "" 2558 * should pass in ""
2860 } 2607 }
2861 else 2608 else
2862 item = item->env; 2609 item = item->env;
2863} 2610}
2864 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2865// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2866const char * 2642const char *
2867object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2868{ 2644{
2645 char flagdesc[512];
2869 char info2[256 * 3]; 2646 char info2[256 * 4];
2870 char *p = info; 2647 char *p = info;
2871 2648
2872 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2873 count, 2650 count, uuid.seq,
2874 &name, 2651 &name,
2875 title ? " " : "", 2652 title ? "\",title:" : "",
2876 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2877 2655
2878 if (env) 2656 if (env)
2879 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880 2658
2881 if (map) 2659 if (map)
2882 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2883 2661
2884 return info; 2662 return info;
2885} 2663}
2886 2664
2887const char * 2665const char *
2888object::debug_desc () const 2666object::debug_desc () const
2889{ 2667{
2890 static char info[256 * 3]; 2668 static char info[256 * 4];
2891 return debug_desc (info); 2669 return debug_desc (info);
2892} 2670}
2893 2671

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