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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 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 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 228 || 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) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* 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 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
377 */ 361 */
378 362
379void 363char *
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) 364dump_object (object *op)
435{ 365{
436 if (op == NULL) 366 if (!op)
437 { 367 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 368
445void 369 object_freezer freezer;
446dump_all_objects (void) 370 save_object (freezer, op, 1);
447{ 371 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} 372}
456 373
457/* 374/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
475} 392}
476 393
477/* 394/*
478 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
479 */ 396 */
480
481object * 397object *
482find_object (tag_t i) 398find_object (tag_t i)
483{ 399{
484 object *op; 400 return ((unsigned int)i) < objects.size ()
485 401 ? objects [i]
486 for (op = object::first; op != NULL; op = op->next) 402 : 0;
487 if (op->count == i)
488 break;
489
490 return op;
491} 403}
492 404
493/* 405/*
494 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
497 */ 409 */
498
499object * 410object *
500find_object_name (const char *str) 411find_object_name (const char *str)
501{ 412{
502 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
503 object *op; 414 object *op;
504 415
505 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
506 if (op->name == str_) 417 if (op->name == str_)
507 break; 418 break;
508 419
509 return op; 420 return op;
510} 421}
553 } 464 }
554 465
555 op->key_values = 0; 466 op->key_values = 0;
556} 467}
557 468
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/* 469/*
610 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 475 * will point at garbage.
616 */ 476 */
617void 477void
618copy_object (object *op2, object *op) 478object::copy_to (object *dst)
619{ 479{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 482
623 op2->clone (op); 483 *(object_copy *)dst = *this;
624 484
625 if (is_freed) 485 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
627 if (is_removed) 488 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
629 490
630 if (op2->speed < 0) 491 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 493
633 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
634 if (op2->key_values) 495 if (key_values)
635 { 496 {
636 key_value *tail = 0; 497 key_value *tail = 0;
637 key_value *i; 498 key_value *i;
638 499
639 op->key_values = 0; 500 dst->key_values = 0;
640 501
641 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
642 { 503 {
643 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
644 505
645 new_link->next = 0; 506 new_link->next = 0;
646 new_link->key = i->key; 507 new_link->key = i->key;
647 new_link->value = i->value; 508 new_link->value = i->value;
648 509
649 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
650 if (!op->key_values) 511 if (!dst->key_values)
651 { 512 {
652 op->key_values = new_link; 513 dst->key_values = new_link;
653 tail = new_link; 514 tail = new_link;
654 } 515 }
655 else 516 else
656 { 517 {
657 tail->next = new_link; 518 tail->next = new_link;
658 tail = new_link; 519 tail = new_link;
659 } 520 }
660 } 521 }
661 } 522 }
662 523
663 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
664} 533}
665 534
666/* 535/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
670 */ 539 */
671
672void 540void
673update_turn_face (object *op) 541update_turn_face (object *op)
674{ 542{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 544 return;
545
677 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
679} 548}
680 549
681/* 550/*
682 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
685 */ 554 */
686void 555void
687update_ob_speed (object *op) 556object::set_speed (float speed)
688{ 557{
689 extern int arch_init; 558 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 { 559 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 561 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 562 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 563
714 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 565
718 if (op->active_next != NULL) 566 if (has_active_speed ())
719 op->active_next->active_prev = op; 567 activate ();
720
721 active_objects = op;
722 }
723 else 568 else
724 { 569 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} 570}
748 571
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/* 572/*
781 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 576 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
788 * 580 *
789 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
795 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
800 */ 588 */
801
802void 589void
803update_object (object *op, int action) 590update_object (object *op, int action)
804{ 591{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
807 593
808 if (op == NULL) 594 if (op == NULL)
809 { 595 {
810 /* this should never happen */ 596 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 598 return;
813 } 599 }
814 600
815 if (op->env != NULL) 601 if (op->env)
816 { 602 {
817 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
818 * to do in this case. 604 * to do in this case.
819 */ 605 */
820 return; 606 return;
825 */ 611 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 613 return;
828 614
829 /* make sure the object is within map boundaries */ 615 /* 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)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 617 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 619#ifdef MANY_CORES
834 abort (); 620 abort ();
835#endif 621#endif
836 return; 622 return;
837 } 623 }
838 624
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 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);
845 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
846 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
847 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (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) 638 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 642 * to have move_allow right now.
871 */ 643 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 646 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 647 }
878 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 650 * that is being removed.
881 */ 651 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 653 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
886 else 656 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 658
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) 659 if (op->more)
896 update_object (op->more, action); 660 update_object (op->more, action);
897} 661}
898 662
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first; 663object *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}
922 664
923object::object () 665object::object ()
924{ 666{
925 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
926 668
933 free_key_values (this); 675 free_key_values (this);
934} 676}
935 677
936void object::link () 678void object::link ()
937{ 679{
938 count = ++ob_count;
939 uuid = gen_uuid (); 680 uuid = gen_uuid ();
940 681
941 prev = 0; 682 objects.insert (this);
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 683}
949 684
950void object::unlink () 685void object::unlink ()
951{ 686{
952 if (this == object::first) 687 objects.erase (this);
953 object::first = next; 688}
954 689
955 /* Remove this object from the list of used objects */ 690void
956 if (prev) prev->next = next; 691object::activate ()
957 if (next) next->prev = prev; 692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
958 696
959 prev = 0; 697 if (has_active_speed ())
960 next = 0; 698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
741 {
742 op->flag [flag] = value;
743 op->set_flag_inv (flag, value);
744 }
745}
746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
961} 793}
962 794
963object *object::create () 795object *object::create ()
964{ 796{
965 object *op = new object; 797 object *op = new object;
966 op->link (); 798 op->link ();
967 return op; 799 return op;
968} 800}
969 801
970/* 802void
971 * free_object() frees everything allocated by an object, removes 803object::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{ 804{
982 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
983 return; 815 return;
984 816
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 set_speed (0);
986 remove_friendly_object (this);
987 818
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 flag [FLAG_FREED] = 1;
989 remove_ob (this);
990 820
991 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
992 848
993 if (more) 849 if (more)
994 { 850 {
995 more->destroy (destroy_inventory); 851 more->destroy ();
996 more = 0; 852 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 } 853 }
1040 854
1041 // clear those pointers that likely might have circular references to us 855 // clear those pointers that likely might have circular references to us
1042 owner = 0; 856 owner = 0;
1043 enemy = 0; 857 enemy = 0;
1044 attacked_by = 0; 858 attacked_by = 0;
859}
1045 860
1046 // only relevant for players(?), but make sure of it anyways 861void
1047 contr = 0; 862object::destroy (bool destroy_inventory)
863{
864 if (destroyed ())
865 return;
1048 866
1049 /* Remove object from the active list */ 867 if (destroy_inventory)
1050 speed = 0; 868 destroy_inv (false);
1051 update_ob_speed (this);
1052 869
1053 unlink (); 870 attachable::destroy ();
1054
1055 mortals.push_back (this);
1056} 871}
1057 872
1058/* 873/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1061 */ 876 */
1062
1063void 877void
1064sub_weight (object *op, signed long weight) 878sub_weight (object *op, signed long weight)
1065{ 879{
1066 while (op != NULL) 880 while (op != NULL)
1067 { 881 {
1071 op->carrying -= weight; 885 op->carrying -= weight;
1072 op = op->env; 886 op = op->env;
1073 } 887 }
1074} 888}
1075 889
1076/* remove_ob(op): 890/* op->remove ():
1077 * This function removes the object op from the linked list of objects 891 * 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 892 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 895 * the previous environment.
1082 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1083 */ 897 */
1084
1085void 898void
1086remove_ob (object *op) 899object::remove ()
1087{ 900{
1088 object *tmp, *last = 0; 901 object *tmp, *last = 0;
1089 object *otmp; 902 object *otmp;
1090 903
1091 int check_walk_off;
1092 maptile *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1097 return; 905 return;
1098 906
1099 SET_FLAG (op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1100 909
1101 if (op->more != NULL) 910 if (more)
1102 remove_ob (op->more); 911 more->remove ();
1103 912
1104 /* 913 /*
1105 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1106 * inventory. 915 * inventory.
1107 */ 916 */
1108 if (op->env != NULL) 917 if (env)
1109 { 918 {
1110 if (op->nrof) 919 if (nrof)
1111 sub_weight (op->env, op->weight * op->nrof); 920 sub_weight (env, weight * nrof);
1112 else 921 else
1113 sub_weight (op->env, op->weight + op->carrying); 922 sub_weight (env, weight + carrying);
1114 923
1115 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 926 * to save cpu time.
1118 */ 927 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120 fix_player (otmp); 929 otmp->update_stats ();
1121 930
1122 if (op->above != NULL) 931 if (above)
1123 op->above->below = op->below; 932 above->below = below;
1124 else 933 else
1125 op->env->inv = op->below; 934 env->inv = below;
1126 935
1127 if (op->below != NULL) 936 if (below)
1128 op->below->above = op->above; 937 below->above = above;
1129 938
1130 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1133 */ 942 */
1134 op->x = op->env->x, op->y = op->env->y; 943 x = env->x, y = env->y;
1135 op->map = op->env->map; 944 map = env->map;
1136 op->above = NULL, op->below = NULL; 945 above = 0, below = 0;
1137 op->env = NULL; 946 env = 0;
1138 } 947 }
1139 else if (op->map) 948 else if (map)
1140 { 949 {
1141 x = op->x; 950 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 } 951 {
1155 952 --map->players;
1156 if (op->map != m) 953 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 */ 954 }
955
956 map->dirty = true;
1163 957
1164 /* link the object above us */ 958 /* link the object above us */
1165 if (op->above) 959 if (above)
1166 op->above->below = op->below; 960 above->below = below;
1167 else 961 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1169 963
1170 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1171 if (op->below) 965 if (below)
1172 op->below->above = op->above; 966 below->above = above;
1173 else 967 else
1174 { 968 {
1175 /* Nothing below, which means we need to relink map object for this space 969 /* 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 970 * use translated coordinates in case some oddness with map tiling is
1177 * evident 971 * evident
1178 */ 972 */
1179 if (GET_MAP_OB (m, x, y) != op) 973 if (GET_MAP_OB (map, x, y) != this)
1180 { 974 {
1181 dump_object (op); 975 char *dump = dump_object (this);
1182 LOG (llevError, 976 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); 977 "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);
978 free (dump);
1184 dump_object (GET_MAP_OB (m, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1185 LOG (llevError, "%s\n", errmsg); 980 LOG (llevError, "%s\n", dump);
981 free (dump);
1186 } 982 }
1187 983
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1189 } 985 }
1190 986
1191 op->above = 0; 987 above = 0;
1192 op->below = 0; 988 below = 0;
1193 989
1194 if (op->map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1195 return; 991 return;
1196 992
1197 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1198 994
1199 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1200 { 996 {
1201 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1202 * being removed. 998 * being removed.
1203 */ 999 */
1204 1000
1205 if (tmp->type == PLAYER && tmp != op) 1001 if (tmp->type == PLAYER && tmp != this)
1206 { 1002 {
1207 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1208 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1209 * appropriately. 1005 * appropriately.
1210 */ 1006 */
1211 if (tmp->container == op) 1007 if (tmp->container == this)
1212 { 1008 {
1213 CLEAR_FLAG (op, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1214 tmp->container = NULL; 1010 tmp->container = 0;
1215 } 1011 }
1216 1012
1217 tmp->contr->socket.update_look = 1; 1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1218 } 1015 }
1219 1016
1220 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1221 if (check_walk_off 1018 if (check_walk_off
1222 && ((op->move_type & tmp->move_off) 1019 && ((move_type & tmp->move_off)
1223 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1021 {
1225 move_apply (tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1226 1023
1227 if (op->destroyed ()) 1024 if (destroyed ())
1228 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1229 } 1026 }
1230 1027
1231 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1232 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1233 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1234 tmp->above = NULL; 1031 tmp->above = 0;
1235 1032
1236 last = tmp; 1033 last = tmp;
1237 } 1034 }
1238 1035
1239 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1240 if (last == NULL) 1038 if (!last)
1241 { 1039 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 1040 else
1251 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1252 1042
1253 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1254 update_all_los (op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1255 } 1045 }
1256} 1046}
1257 1047
1258/* 1048/*
1259 * merge_ob(op,top): 1049 * merge_ob(op,top):
1267merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1268{ 1058{
1269 if (!op->nrof) 1059 if (!op->nrof)
1270 return 0; 1060 return 0;
1271 1061
1272 if (top == NULL) 1062 if (top)
1273 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1274 1065
1275 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1276 { 1067 {
1277 if (top == op) 1068 if (top == op)
1278 continue; 1069 continue;
1279 if (CAN_MERGE (op, top)) 1070
1071 if (object::can_merge (op, top))
1280 { 1072 {
1281 top->nrof += op->nrof; 1073 top->nrof += op->nrof;
1282 1074
1283/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1284 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1285 remove_ob (op); 1077 op->destroy ();
1286 free_object (op);
1287 return top; 1078 return top;
1288 } 1079 }
1289 } 1080 }
1290 1081
1291 return 0; 1082 return 0;
1296 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1297 */ 1088 */
1298object * 1089object *
1299insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300{ 1091{
1301 object *tmp;
1302
1303 if (op->head)
1304 op = op->head;
1305
1306 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1307 { 1093 {
1308 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1309 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1310 } 1096 }
1311 1097
1330 * Return value: 1116 * Return value:
1331 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1332 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1333 * just 'op' otherwise 1119 * just 'op' otherwise
1334 */ 1120 */
1335
1336object * 1121object *
1337insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1338{ 1123{
1339 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1340 sint16 x, y; 1125 sint16 x, y;
1343 { 1128 {
1344 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1345 return NULL; 1130 return NULL;
1346 } 1131 }
1347 1132
1348 if (m == NULL) 1133 if (!m)
1349 { 1134 {
1350 dump_object (op); 1135 char *dump = dump_object (op);
1351 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1352 return op; 1138 return op;
1353 } 1139 }
1354 1140
1355 if (out_of_map (m, op->x, op->y)) 1141 if (out_of_map (m, op->x, op->y))
1356 { 1142 {
1357 dump_object (op); 1143 char *dump = dump_object (op);
1358 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1359#ifdef MANY_CORES 1145#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object 1146 /* 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 1147 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted. 1148 * improperly inserted.
1363 */ 1149 */
1364 abort (); 1150 abort ();
1365#endif 1151#endif
1152 free (dump);
1366 return op; 1153 return op;
1367 } 1154 }
1368 1155
1369 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370 { 1157 {
1371 dump_object (op); 1158 char *dump = dump_object (op);
1372 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1373 return op; 1161 return op;
1374 } 1162 }
1375 1163
1376 if (op->more != NULL) 1164 if (op->more)
1377 { 1165 {
1378 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1379 1167
1380 object *more = op->more; 1168 object *more = op->more;
1381 1169
1382 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1383 * we set the map, that doesn't work if the location is within 1171 * 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 1172 * a map and this is straddling an edge. So only if coordinate
1385 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1386 */ 1174 */
1387 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 else if (!more->map) 1177 else if (!more->map)
1390 { 1178 {
1397 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398 { 1186 {
1399 if (!op->head) 1187 if (!op->head)
1400 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401 1189
1402 return NULL; 1190 return 0;
1403 } 1191 }
1404 } 1192 }
1405 1193
1406 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1407 1195
1414 y = op->y; 1202 y = op->y;
1415 1203
1416 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1417 */ 1205 */
1418 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1420 if (CAN_MERGE (op, tmp)) 1208 if (object::can_merge (op, tmp))
1421 { 1209 {
1422 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1423 remove_ob (tmp); 1211 tmp->destroy ();
1424 free_object (tmp);
1425 } 1212 }
1426 1213
1427 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429 1216
1442 op->below = originator->below; 1229 op->below = originator->below;
1443 1230
1444 if (op->below) 1231 if (op->below)
1445 op->below->above = op; 1232 op->below->above = op;
1446 else 1233 else
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1234 op->ms ().bot = op;
1448 1235
1449 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1450 originator->below = op; 1237 originator->below = op;
1451 } 1238 }
1452 else 1239 else
1453 { 1240 {
1454 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1455 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1456 { 1243 {
1457 object *last = NULL; 1244 object *last = 0;
1458 1245
1459 /* 1246 /*
1460 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1461 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1462 * Generally, we want to put the new object on top. But if 1249 * 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 1253 * 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 1254 * 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 1255 * when lots of spells are cast in one area. Currently, it is presumed
1469 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1470 */ 1257 */
1471
1472 while (top != NULL) 1258 while (top)
1473 { 1259 {
1474 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475 floor = top; 1261 floor = top;
1476 1262
1477 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 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 1284 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd. 1286 * stacking is a bit odd.
1501 */ 1287 */
1502 if (!(flag & INS_ON_TOP) && 1288 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)) 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1504 { 1290 {
1505 for (last = top; last != floor; last = last->below) 1291 for (last = top; last != floor; last = last->below)
1506 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507 break; 1293 break;
1508 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1530 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1531 1317
1532 if (op->above) 1318 if (op->above)
1533 op->above->below = op; 1319 op->above->below = op;
1534 1320
1535 op->below = NULL; 1321 op->below = 0;
1536 SET_MAP_OB (op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1537 } 1323 }
1538 else 1324 else
1539 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1540 op->above = top->above; 1326 op->above = top->above;
1541 1327
1544 1330
1545 op->below = top; 1331 op->below = top;
1546 top->above = op; 1332 top->above = op;
1547 } 1333 }
1548 1334
1549 if (op->above == NULL) 1335 if (!op->above)
1550 SET_MAP_TOP (op->map, op->x, op->y, op); 1336 op->ms ().top = op;
1551 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1552 1338
1553 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1554 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1555 1347
1556 /* If we have a floor, we know the player, if any, will be above 1348 /* 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. 1349 * it, so save a few ticks and start from there.
1558 */ 1350 */
1559 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1560 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1352 if (object *pl = op->ms ().player ())
1561 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1562 tmp->contr->socket.update_look = 1; 1354 pl->contr->ns->floorbox_update ();
1563 1355
1564 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1565 * visible to others on this map. But update_all_los is really 1357 * 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 1358 * 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 1359 * on the map will get recalculated. The players could very well
1568 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1569 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1570 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1571 * of effect may be sufficient. 1363 * of effect may be sufficient.
1572 */ 1364 */
1573 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1574 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1575 1367
1576 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1577 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1578 1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1579 /* Don't know if moving this to the end will break anything. However, 1373 /* 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. 1374 * we want to have floorbox_update called before calling this.
1581 * 1375 *
1582 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object(). 1379 * update_object().
1587 1381
1588 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* 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) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1590 { 1384 {
1591 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1592 return NULL; 1386 return 0;
1593 1387
1594 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1595 * walk on's. 1389 * walk on's.
1596 */ 1390 */
1597 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1598 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1599 return NULL; 1393 return 0;
1600 } 1394 }
1601 1395
1602 return op; 1396 return op;
1603} 1397}
1604 1398
1605/* this function inserts an object in the map, but if it 1399/* 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. 1400 * 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. 1401 * op is the object to insert it under: supplies x and the map.
1608 */ 1402 */
1609void 1403void
1610replace_insert_ob_in_map (const char *arch_string, object *op) 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1611{ 1405{
1612 object * 1406 object *tmp, *tmp1;
1613 tmp;
1614 object *
1615 tmp1;
1616 1407
1617 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1618 1409
1619 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1620 {
1621 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1622 { 1412 tmp->destroy ();
1623 remove_ob (tmp);
1624 free_object (tmp);
1625 }
1626 }
1627 1413
1628 tmp1 = arch_to_object (archetype::find (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1629 1415
1630 tmp1->x = op->x; 1416 tmp1->x = op->x;
1631 tmp1->y = op->y; 1417 tmp1->y = op->y;
1632 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1633} 1425}
1634 1426
1635/* 1427/*
1636 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * 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 1429 * is returned contains nr objects, and the remaining parts contains
1638 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1639 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1640 * global static errmsg array. 1432 * global static errmsg array.
1641 */ 1433 */
1642
1643object * 1434object *
1644get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1645{ 1436{
1646 object * 1437 object *newob;
1647 newob;
1648 int
1649 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1650 1439
1651 if (orig_ob->nrof < nr) 1440 if (orig_ob->nrof < nr)
1652 { 1441 {
1653 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1654 return NULL; 1443 return NULL;
1655 } 1444 }
1656 1445
1657 newob = object_create_clone (orig_ob); 1446 newob = object_create_clone (orig_ob);
1658 1447
1659 if ((orig_ob->nrof -= nr) < 1) 1448 if ((orig_ob->nrof -= nr) < 1)
1660 { 1449 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) 1450 else if (!is_removed)
1666 { 1451 {
1667 if (orig_ob->env != NULL) 1452 if (orig_ob->env != NULL)
1668 sub_weight (orig_ob->env, orig_ob->weight * nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1669 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1689 1474
1690object * 1475object *
1691decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1692{ 1477{
1693 object *tmp; 1478 object *tmp;
1694 player *pl;
1695 1479
1696 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1697 return op; 1481 return op;
1698 1482
1699 if (i > op->nrof) 1483 if (i > op->nrof)
1700 i = op->nrof; 1484 i = op->nrof;
1701 1485
1702 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1703 op->nrof -= i; 1487 op->nrof -= i;
1704 else if (op->env != NULL) 1488 else if (op->env)
1705 { 1489 {
1706 /* is this object in the players inventory, or sub container 1490 /* is this object in the players inventory, or sub container
1707 * therein? 1491 * therein?
1708 */ 1492 */
1709 tmp = is_player_inv (op->env); 1493 tmp = op->in_player ();
1710 /* nope. Is this a container the player has opened? 1494 /* nope. Is this a container the player has opened?
1711 * If so, set tmp to that player. 1495 * If so, set tmp to that player.
1712 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1713 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1714 * and then searching the map for a player. 1498 * and then searching the map for a player.
1715 */ 1499 */
1716 if (!tmp) 1500 if (!tmp)
1717 { 1501 for_all_players (pl)
1718 for (pl = first_player; pl; pl = pl->next)
1719 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1720 break; 1505 break;
1721 if (pl)
1722 tmp = pl->ob;
1723 else
1724 tmp = NULL;
1725 } 1506 }
1726 1507
1727 if (i < op->nrof) 1508 if (i < op->nrof)
1728 { 1509 {
1729 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1730 op->nrof -= i; 1511 op->nrof -= i;
1731 if (tmp) 1512 if (tmp)
1732 {
1733 esrv_send_item (tmp, op); 1513 esrv_send_item (tmp, op);
1734 }
1735 } 1514 }
1736 else 1515 else
1737 { 1516 {
1738 remove_ob (op); 1517 op->remove ();
1739 op->nrof = 0; 1518 op->nrof = 0;
1740 if (tmp) 1519 if (tmp)
1741 {
1742 esrv_del_item (tmp->contr, op->count); 1520 esrv_del_item (tmp->contr, op->count);
1743 }
1744 } 1521 }
1745 } 1522 }
1746 else 1523 else
1747 { 1524 {
1748 object *above = op->above; 1525 object *above = op->above;
1749 1526
1750 if (i < op->nrof) 1527 if (i < op->nrof)
1751 op->nrof -= i; 1528 op->nrof -= i;
1752 else 1529 else
1753 { 1530 {
1754 remove_ob (op); 1531 op->remove ();
1755 op->nrof = 0; 1532 op->nrof = 0;
1756 } 1533 }
1757 1534
1758 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1759 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1760 if (tmp->type == PLAYER) 1537 if (tmp->type == PLAYER)
1761 { 1538 {
1762 if (op->nrof) 1539 if (op->nrof)
1763 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1764 else 1541 else
1768 1545
1769 if (op->nrof) 1546 if (op->nrof)
1770 return op; 1547 return op;
1771 else 1548 else
1772 { 1549 {
1773 free_object (op); 1550 op->destroy ();
1774 return NULL; 1551 return 0;
1775 } 1552 }
1776} 1553}
1777 1554
1778/* 1555/*
1779 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1791 op->carrying += weight; 1568 op->carrying += weight;
1792 op = op->env; 1569 op = op->env;
1793 } 1570 }
1794} 1571}
1795 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1796/* 1593/*
1797 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1798 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1799 * inside the object environment. 1596 * inside the object environment.
1800 * 1597 *
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 1598 * The function returns now pointer to inserted item, and return value can
1807 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1808 */ 1600 */
1809 1601
1810object * 1602object *
1811insert_ob_in_ob (object *op, object *where) 1603object::insert (object *op)
1812{ 1604{
1813 object * 1605 object *tmp, *otmp;
1814 tmp, *
1815 otmp;
1816 1606
1817 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1818 { 1608 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 1609
1837 if (op->more) 1610 if (op->more)
1838 { 1611 {
1839 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1840 return op; 1613 return op;
1842 1615
1843 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1844 CLEAR_FLAG (op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1845 if (op->nrof) 1618 if (op->nrof)
1846 { 1619 {
1847 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1848 if (CAN_MERGE (tmp, op)) 1621 if (object::can_merge (tmp, op))
1849 { 1622 {
1850 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1851 (client needs the original object) */ 1624 (client needs the original object) */
1852 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1853 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1854 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1855 */ 1628 */
1856 add_weight (where, op->weight * op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1857 SET_FLAG (op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1858 free_object (op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1859 op = tmp; 1632 op = tmp;
1860 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1861 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1862 break; 1635 break;
1863 } 1636 }
1864 1637
1865 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1866 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1867 * (if it was possible to merge). calling remove_ob will subtract 1640 * (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 1641 * the weight, so we need to add it in again, since we actually do
1869 * the linking below 1642 * the linking below
1870 */ 1643 */
1871 add_weight (where, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1872 } 1645 }
1873 else 1646 else
1874 add_weight (where, (op->weight + op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1875 1648
1876 otmp = is_player_inv (where); 1649 otmp = this->in_player ();
1877 if (otmp && otmp->contr != NULL) 1650 if (otmp && otmp->contr)
1878 {
1879 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1880 fix_player (otmp); 1652 otmp->update_stats ();
1881 }
1882 1653
1883 op->map = NULL; 1654 op->map = 0;
1884 op->env = where; 1655 op->env = this;
1885 op->above = NULL; 1656 op->above = 0;
1886 op->below = NULL; 1657 op->below = 0;
1887 op->x = 0, op->y = 0; 1658 op->x = 0, op->y = 0;
1888 1659
1889 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1890 if ((op->glow_radius != 0) && where->map) 1661 if ((op->glow_radius != 0) && map)
1891 { 1662 {
1892#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1893 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1894#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1895 if (MAP_DARKNESS (where->map)) 1666 if (map->darkness)
1896 update_all_los (where->map, where->x, where->y); 1667 update_all_los (map, x, y);
1897 } 1668 }
1898 1669
1899 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1900 * It sure simplifies this function... 1671 * It sure simplifies this function...
1901 */ 1672 */
1902 if (where->inv == NULL) 1673 if (!inv)
1903 where->inv = op; 1674 inv = op;
1904 else 1675 else
1905 { 1676 {
1906 op->below = where->inv; 1677 op->below = inv;
1907 op->below->above = op; 1678 op->below->above = op;
1908 where->inv = op; 1679 inv = op;
1909 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1910 return op; 1684 return op;
1911} 1685}
1912 1686
1913/* 1687/*
1914 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1928 * 1702 *
1929 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * 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 1704 * object being inserted. insert_ob_in_map may not put new objects
1931 * on top. 1705 * on top.
1932 */ 1706 */
1933
1934int 1707int
1935check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1936{ 1709{
1937 object *tmp; 1710 object *tmp;
1938 maptile *m = op->map; 1711 maptile *m = op->map;
1965 1738
1966 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1967 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1968 */ 1741 */
1969 1742
1970 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1971 { 1744 {
1972 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1973 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1974 * we don't need to check all of them. 1747 * we don't need to check all of them.
1975 */ 1748 */
2030/* 1803/*
2031 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2032 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2033 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2034 */ 1807 */
2035
2036object * 1808object *
2037present_arch (const archetype *at, maptile *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
2038{ 1810{
2039 object *
2040 tmp;
2041
2042 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
2043 { 1812 {
2044 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2045 return NULL; 1814 return NULL;
2046 } 1815 }
2047 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2048 if (tmp->arch == at) 1818 if (tmp->arch == at)
2049 return tmp; 1819 return tmp;
1820
2050 return NULL; 1821 return NULL;
2051} 1822}
2052 1823
2053/* 1824/*
2054 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2055 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2056 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2057 */ 1828 */
2058
2059object * 1829object *
2060present (unsigned char type, maptile *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
2061{ 1831{
2062 object *
2063 tmp;
2064
2065 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
2066 { 1833 {
2067 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2068 return NULL; 1835 return NULL;
2069 } 1836 }
2070 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2071 if (tmp->type == type) 1839 if (tmp->type == type)
2072 return tmp; 1840 return tmp;
1841
2073 return NULL; 1842 return NULL;
2074} 1843}
2075 1844
2076/* 1845/*
2077 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2078 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2079 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2080 */ 1849 */
2081
2082object * 1850object *
2083present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
2084{ 1852{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2089 if (tmp->type == type) 1854 if (tmp->type == type)
2090 return tmp; 1855 return tmp;
1856
2091 return NULL; 1857 return NULL;
2092} 1858}
2093 1859
2094/* 1860/*
2095 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2103 * str is the string to match against. Note that we match against 1869 * 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 1870 * 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 1871 * spell code can use one object type (force), but change it's name
2106 * to be unique. 1872 * to be unique.
2107 */ 1873 */
2108
2109object * 1874object *
2110present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
2111{ 1876{
2112 object *
2113 tmp;
2114
2115 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2116 {
2117 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2118 return tmp; 1879 return tmp;
2119 } 1880
2120 return NULL; 1881 return 0;
2121} 1882}
2122 1883
2123/* 1884/*
2124 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2125 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2126 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2127 */ 1888 */
2128
2129object * 1889object *
2130present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
2131{ 1891{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2136 if (tmp->arch == at) 1893 if (tmp->arch == at)
2137 return tmp; 1894 return tmp;
1895
2138 return NULL; 1896 return NULL;
2139} 1897}
2140 1898
2141/* 1899/*
2142 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2143 */ 1901 */
2144void 1902void
2145flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
2146{ 1904{
2147 object *
2148 tmp;
2149
2150 if (op->inv) 1905 if (op->inv)
2151 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2152 { 1907 {
2153 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2154 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2155 } 1910 }
2156} /* 1911}
1912
1913/*
2157 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2158 */ 1915 */
2159void 1916void
2160unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2161{ 1918{
2162 object *
2163 tmp;
2164
2165 if (op->inv) 1919 if (op->inv)
2166 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2167 { 1921 {
2168 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2169 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2170 } 1924 }
2171} 1925}
2174 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2175 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2176 * If checksums are used, a player will get set_cheat called for 1930 * 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. 1931 * him/her-self and all object carried by a call to this function.
2178 */ 1932 */
2179
2180void 1933void
2181set_cheat (object *op) 1934set_cheat (object *op)
2182{ 1935{
2183 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2184 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2203 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * 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 1957 * 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 1958 * the archetype because that isn't correct if the monster has been
2206 * customized, changed states, etc. 1959 * customized, changed states, etc.
2207 */ 1960 */
2208
2209int 1961int
2210find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211{ 1963{
2212 int
2213 i,
2214 index = 0, flag; 1964 int index = 0, flag;
2215 static int
2216 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2217 1966
2218 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2219 { 1968 {
2220 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2221 if (!flag) 1970 if (!flag)
2222 altern[index++] = i; 1971 altern [index++] = i;
2223 1972
2224 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* 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. 1974 * 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 - 1975 * 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 1976 * 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 1977 * spaces in all the other directions, this will reduce the search space
2229 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2230 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2231 */ 1980 */
2232 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2233 stop = maxfree[i]; 1982 stop = maxfree[i];
2234 } 1983 }
1984
2235 if (!index) 1985 if (!index)
2236 return -1; 1986 return -1;
1987
2237 return altern[RANDOM () % index]; 1988 return altern[RANDOM () % index];
2238} 1989}
2239 1990
2240/* 1991/*
2241 * find_first_free_spot(archetype, maptile, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2242 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2243 * But it will return the first available spot, not a random choice. 1994 * 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. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2245 */ 1996 */
2246
2247int 1997int
2248find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249{ 1999{
2250 int
2251 i;
2252
2253 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2254 {
2255 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2256 return i; 2002 return i;
2257 } 2003
2258 return -1; 2004 return -1;
2259} 2005}
2260 2006
2261/* 2007/*
2262 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2263 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2264 */ 2011 */
2265static void 2012static void
2266permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2267{ 2014{
2268 int 2015 arr += begin;
2269 i,
2270 j,
2271 tmp,
2272 len;
2273
2274 len = end - begin; 2016 end -= begin;
2275 for (i = begin; i < end; i++)
2276 {
2277 j = begin + RANDOM () % len;
2278 2017
2279 tmp = arr[i]; 2018 while (--end)
2280 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2281 arr[j] = tmp;
2282 }
2283} 2020}
2284 2021
2285/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2286 * This basically returns a randomized array (in the passed pointer) of 2023 * 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 2024 * 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. 2027 * the 3x3 area will be searched, just not in a predictable order.
2291 */ 2028 */
2292void 2029void
2293get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2294{ 2031{
2295 int 2032 int i;
2296 i;
2297 2033
2298 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2299 {
2300 search_arr[i] = i; 2035 search_arr[i] = i;
2301 }
2302 2036
2303 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2304 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2305 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2306} 2040}
2315 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * 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 2050 * 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 2051 * because we have to know what movement the thing looking to move
2318 * there is capable of. 2052 * there is capable of.
2319 */ 2053 */
2320
2321int 2054int
2322find_dir (maptile *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2323{ 2056{
2324 int
2325 i,
2326 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2327 2058
2328 sint16 nx, ny; 2059 sint16 nx, ny;
2329 object * 2060 object *tmp;
2330 tmp;
2331 maptile * 2061 maptile *mp;
2332 mp;
2333 2062
2334 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2335 2064
2336 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2337 { 2066 {
2349 mp = m; 2078 mp = m;
2350 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2351 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2352 2081
2353 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2354 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2355 {
2356 max = maxfree[i]; 2085 max = maxfree[i];
2357 }
2358 else 2086 else
2359 { 2087 {
2360 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2361 2091
2362 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2363 {
2364 max = maxfree[i]; 2093 max = maxfree[i];
2365 }
2366 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2367 { 2095 {
2368 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2369 { 2097 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))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 {
2372 break; 2099 break;
2373 } 2100
2374 }
2375 if (tmp) 2101 if (tmp)
2376 {
2377 return freedir[i]; 2102 return freedir[i];
2378 }
2379 } 2103 }
2380 } 2104 }
2381 } 2105 }
2106
2382 return 0; 2107 return 0;
2383} 2108}
2384 2109
2385/* 2110/*
2386 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2387 * distance between the two given objects. 2112 * distance between the two given objects.
2388 */ 2113 */
2389
2390int 2114int
2391distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2392{ 2116{
2393 int
2394 i;
2395
2396 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2397 return i;
2398} 2118}
2399 2119
2400/* 2120/*
2401 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * 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 2122 * an object which has subtracted the x and y coordinates of another
2403 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2404 */ 2124 */
2405
2406int 2125int
2407find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2408{ 2127{
2409 int 2128 int q;
2410 q;
2411 2129
2412 if (y) 2130 if (y)
2413 q = x * 100 / y; 2131 q = x * 100 / y;
2414 else if (x) 2132 else if (x)
2415 q = -300 * x; 2133 q = -300 * x;
2450int 2168int
2451absdir (int d) 2169absdir (int d)
2452{ 2170{
2453 while (d < 1) 2171 while (d < 1)
2454 d += 8; 2172 d += 8;
2173
2455 while (d > 8) 2174 while (d > 8)
2456 d -= 8; 2175 d -= 8;
2176
2457 return d; 2177 return d;
2458} 2178}
2459 2179
2460/* 2180/*
2461 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2463 */ 2183 */
2464 2184
2465int 2185int
2466dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2467{ 2187{
2468 int 2188 int d;
2469 d;
2470 2189
2471 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2472 if (d > 4) 2191 if (d > 4)
2473 d = 8 - d; 2192 d = 8 - d;
2193
2474 return d; 2194 return d;
2475} 2195}
2476 2196
2477/* peterm: 2197/* peterm:
2478 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * 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 2201 * 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. 2202 * 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 2203 * Moved from spell_util.c to object.c with the other related direction
2484 * functions. 2204 * functions.
2485 */ 2205 */
2486
2487int
2488 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2489 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2490 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2491 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2492 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2493 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2541 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2542 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2543 * can see a direct way to get it 2261 * can see a direct way to get it
2544 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2545 */ 2263 */
2546
2547
2548int 2264int
2549can_see_monsterP (maptile *m, int x, int y, int dir) 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2550{ 2266{
2551 sint16 dx, dy; 2267 sint16 dx, dy;
2552 int
2553 mflags; 2268 int mflags;
2554 2269
2555 if (dir < 0) 2270 if (dir < 0)
2556 return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2557 2272
2558 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2571 return 0; 2286 return 0;
2572 2287
2573 /* yes, can see. */ 2288 /* yes, can see. */
2574 if (dir < 9) 2289 if (dir < 9)
2575 return 1; 2290 return 1;
2291
2576 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2292 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]); 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2578} 2295}
2579
2580
2581 2296
2582/* 2297/*
2583 * can_pick(picker, item): finds out if an object is possible to be 2298 * 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 2299 * picked up by the picker. Returnes 1 if it can be
2585 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2596 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2597 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (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)); 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2599} 2314}
2600 2315
2601
2602/* 2316/*
2603 * create clone from object to another 2317 * create clone from object to another
2604 */ 2318 */
2605object * 2319object *
2606object_create_clone (object *asrc) 2320object_create_clone (object *asrc)
2607{ 2321{
2608 object *
2609 dst = NULL, *tmp, *src, *part, *prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2610 2323
2611 if (!asrc) 2324 if (!asrc)
2612 return NULL; 2325 return 0;
2326
2613 src = asrc; 2327 src = asrc;
2614 if (src->head) 2328 if (src->head)
2615 src = src->head; 2329 src = src->head;
2616 2330
2617 prev = NULL; 2331 prev = 0;
2618 for (part = src; part; part = part->more) 2332 for (part = src; part; part = part->more)
2619 { 2333 {
2620 tmp = get_object (); 2334 tmp = part->clone ();
2621 copy_object (part, tmp);
2622 tmp->x -= src->x; 2335 tmp->x -= src->x;
2623 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2624 if (!part->head) 2338 if (!part->head)
2625 { 2339 {
2626 dst = tmp; 2340 dst = tmp;
2627 tmp->head = NULL; 2341 tmp->head = 0;
2628 } 2342 }
2629 else 2343 else
2630 {
2631 tmp->head = dst; 2344 tmp->head = dst;
2632 } 2345
2633 tmp->more = NULL; 2346 tmp->more = 0;
2347
2634 if (prev) 2348 if (prev)
2635 prev->more = tmp; 2349 prev->more = tmp;
2350
2636 prev = tmp; 2351 prev = tmp;
2637 } 2352 }
2638 2353
2639 for (item = src->inv; item; item = item->below) 2354 for (item = src->inv; item; item = item->below)
2640 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2646/* Basically, we save the content of the string to a temp file, then call */ 2361/* 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, */ 2362/* 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. */ 2363/* 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. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2650/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2651
2652object * 2366object *
2653load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2654{ 2368{
2655 object *op; 2369 object *op;
2656 char filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2666 } 2380 }
2667 2381
2668 fprintf (tempfile, obstr); 2382 fprintf (tempfile, obstr);
2669 fclose (tempfile); 2383 fclose (tempfile);
2670 2384
2671 op = get_object (); 2385 op = object::create ();
2672 2386
2673 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2674 2388
2675 if (thawer) 2389 if (thawer)
2676 load_object (thawer, op, 0); 2390 load_object (thawer, op, 0);
2686 * returns NULL if no match. 2400 * returns NULL if no match.
2687 */ 2401 */
2688object * 2402object *
2689find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2690{ 2404{
2691 object *tmp;
2692
2693 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2694 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2695 return tmp; 2407 return tmp;
2696 2408
2697 return NULL; 2409 return 0;
2698} 2410}
2699 2411
2700/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2701 * otherwise return NULL. 2413 * otherwise return NULL.
2702 * 2414 *
2704 * do the desired thing. 2416 * do the desired thing.
2705 */ 2417 */
2706key_value * 2418key_value *
2707get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2708{ 2420{
2709 key_value *link;
2710
2711 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2712 if (link->key == key) 2422 if (link->key == key)
2713 return link; 2423 return link;
2714 2424
2715 return NULL; 2425 return 0;
2716} 2426}
2717 2427
2718/* 2428/*
2719 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2720 * 2430 *
2760 * Returns TRUE on success. 2470 * Returns TRUE on success.
2761 */ 2471 */
2762int 2472int
2763set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764{ 2474{
2765 key_value *
2766 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2767 2476
2768 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2769 { 2478 {
2770 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2771 { 2480 {
2799 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2800 2509
2801 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2802 2511
2803 if (!add_key) 2512 if (!add_key)
2804 {
2805 return FALSE; 2513 return FALSE;
2806 } 2514
2807 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2808 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2809 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2810 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2811 * should pass in "" 2519 * should pass in ""
2860 } 2568 }
2861 else 2569 else
2862 item = item->env; 2570 item = item->env;
2863} 2571}
2864 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2865// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2866const char * 2603const char *
2867object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2868{ 2605{
2606 char flagdesc[512];
2869 char info2[256 * 3]; 2607 char info2[256 * 4];
2870 char *p = info; 2608 char *p = info;
2871 2609
2872 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2873 count, 2611 count, uuid.seq,
2874 &name, 2612 &name,
2875 title ? " " : "", 2613 title ? "\",title:" : "",
2876 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2877 2616
2878 if (env) 2617 if (env)
2879 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880 2619
2881 if (map) 2620 if (map)
2882 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2883 2622
2884 return info; 2623 return info;
2885} 2624}
2886 2625
2887const char * 2626const char *
2888object::debug_desc () const 2627object::debug_desc () const
2889{ 2628{
2890 static char info[256 * 3]; 2629 static char info[256 * 4];
2891 return debug_desc (info); 2630 return debug_desc (info);
2892} 2631}
2893 2632

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