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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
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; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
526 509
527 if (settings.casting_time) 510 if (settings.casting_time)
528 casting_time = -1; 511 casting_time = -1;
529} 512}
530 513
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 514/*
541 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 519 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 520 * will point at garbage.
547 */ 521 */
548void 522void
549copy_object (object *op2, object *op) 523object::copy_to (object *dst)
550{ 524{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 527
554 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
555 533
556 if (is_freed) 534 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 535 SET_FLAG (dst, FLAG_FREED);
536
558 if (is_removed) 537 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 538 SET_FLAG (dst, FLAG_REMOVED);
560 539
561 if (op2->speed < 0) 540 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 542
564 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
565 if (op2->key_values) 544 if (key_values)
566 { 545 {
567 key_value *tail = 0; 546 key_value *tail = 0;
568 key_value *i; 547 key_value *i;
569 548
570 op->key_values = 0; 549 dst->key_values = 0;
571 550
572 for (i = op2->key_values; i; i = i->next) 551 for (i = key_values; i; i = i->next)
573 { 552 {
574 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
575 554
576 new_link->next = 0; 555 new_link->next = 0;
577 new_link->key = i->key; 556 new_link->key = i->key;
578 new_link->value = i->value; 557 new_link->value = i->value;
579 558
580 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
581 if (!op->key_values) 560 if (!dst->key_values)
582 { 561 {
583 op->key_values = new_link; 562 dst->key_values = new_link;
584 tail = new_link; 563 tail = new_link;
585 } 564 }
586 else 565 else
587 { 566 {
588 tail->next = new_link; 567 tail->next = new_link;
589 tail = new_link; 568 tail = new_link;
590 } 569 }
591 } 570 }
592 } 571 }
593 572
594 update_ob_speed (op); 573 update_ob_speed (dst);
574}
575
576object *
577object::clone ()
578{
579 object *neu = create ();
580 copy_to (neu);
581 return neu;
595} 582}
596 583
597/* 584/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 586 * to the closest player being on the other side, this function can
707 op->active_next = NULL; 694 op->active_next = NULL;
708 op->active_prev = NULL; 695 op->active_prev = NULL;
709} 696}
710 697
711/* 698/*
712 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 702 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
719 * 706 *
720 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 708 * current action are:
726 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
731 */ 714 */
732
733void 715void
734update_object (object *op, int action) 716update_object (object *op, int action)
735{ 717{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
738 719
739 if (op == NULL) 720 if (op == NULL)
740 { 721 {
741 /* this should never happen */ 722 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 724 return;
744 } 725 }
745 726
746 if (op->env != NULL) 727 if (op->env)
747 { 728 {
748 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
749 * to do in this case. 730 * to do in this case.
750 */ 731 */
751 return; 732 return;
765 abort (); 746 abort ();
766#endif 747#endif
767 return; 748 return;
768 } 749 }
769 750
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 751 mapspace &m = op->map->at (op->x, op->y);
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
777 if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
778 { 756 {
757 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 764 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 765 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 766 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 768 * to have move_allow right now.
802 */ 769 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 772 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 773 }
809 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 776 * that is being removed.
812 */ 777 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 779 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 780 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 781 /* Nothing to do for that case */ ;
817 else 782 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 784
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 785 if (op->more)
827 update_object (op->more, action); 786 update_object (op->more, action);
828} 787}
829 788
830object::vector object::mortals; 789object::vector object::mortals;
831object::vector object::objects; // not yet used 790object::vector object::objects; // not yet used
839 else 798 else
840 { 799 {
841 delete *i; 800 delete *i;
842 mortals.erase (i); 801 mortals.erase (i);
843 } 802 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 803}
853 804
854object::object () 805object::object ()
855{ 806{
856 SET_FLAG (this, FLAG_REMOVED); 807 SET_FLAG (this, FLAG_REMOVED);
915 866
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this); 868 remove_friendly_object (this);
918 869
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this); 871 remove ();
921 872
922 SET_FLAG (this, FLAG_FREED); 873 SET_FLAG (this, FLAG_FREED);
923 874
924 if (more) 875 if (more)
925 { 876 {
950 901
951 while (op) 902 while (op)
952 { 903 {
953 object *tmp = op->below; 904 object *tmp = op->below;
954 905
955 remove_ob (op); 906 op->remove ();
956 907
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op); 910 op->destroy ();
960 else 911 else
961 { 912 {
962 op->x = x; 913 op->x = x;
963 op->y = y; 914 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 op = tmp; 918 op = tmp;
968 } 919 }
969 } 920 }
970 } 921 }
971 922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
972 // clear those pointers that likely might have circular references to us 943 // clear those pointers that likely might have circular references to us
973 owner = 0; 944 owner = 0;
974 enemy = 0; 945 enemy = 0;
975 attacked_by = 0; 946 attacked_by = 0;
976 947
988 959
989/* 960/*
990 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
992 */ 963 */
993
994void 964void
995sub_weight (object *op, signed long weight) 965sub_weight (object *op, signed long weight)
996{ 966{
997 while (op != NULL) 967 while (op != NULL)
998 { 968 {
1002 op->carrying -= weight; 972 op->carrying -= weight;
1003 op = op->env; 973 op = op->env;
1004 } 974 }
1005} 975}
1006 976
1007/* remove_ob(op): 977/* op->remove ():
1008 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 982 * the previous environment.
1013 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1014 */ 984 */
1015
1016void 985void
1017remove_ob (object *op) 986object::remove ()
1018{ 987{
1019 object *tmp, *last = 0; 988 object *tmp, *last = 0;
1020 object *otmp; 989 object *otmp;
1021 990
1022 int check_walk_off; 991 int check_walk_off;
1023 maptile *m;
1024 992
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 994 return;
1029 995
1030 SET_FLAG (op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1031 997
1032 if (op->more != NULL) 998 if (more)
1033 remove_ob (op->more); 999 more->remove ();
1034 1000
1035 /* 1001 /*
1036 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1037 * inventory. 1003 * inventory.
1038 */ 1004 */
1039 if (op->env != NULL) 1005 if (env)
1040 { 1006 {
1041 if (op->nrof) 1007 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 1008 sub_weight (env, weight * nrof);
1043 else 1009 else
1044 sub_weight (op->env, op->weight + op->carrying); 1010 sub_weight (env, weight + carrying);
1045 1011
1046 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 1014 * to save cpu time.
1049 */ 1015 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 1017 fix_player (otmp);
1052 1018
1053 if (op->above != NULL) 1019 if (above != NULL)
1054 op->above->below = op->below; 1020 above->below = below;
1055 else 1021 else
1056 op->env->inv = op->below; 1022 env->inv = below;
1057 1023
1058 if (op->below != NULL) 1024 if (below != NULL)
1059 op->below->above = op->above; 1025 below->above = above;
1060 1026
1061 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1064 */ 1030 */
1065 op->x = op->env->x, op->y = op->env->y; 1031 x = env->x, y = env->y;
1066 op->map = op->env->map; 1032 map = env->map;
1067 op->above = NULL, op->below = NULL; 1033 above = 0, below = 0;
1068 op->env = NULL; 1034 env = 0;
1069 } 1035 }
1070 else if (op->map) 1036 else if (map)
1071 { 1037 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had 1038 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about 1039 * lots of logic for things we no longer care about
1093 */ 1040 */
1094 1041
1095 /* link the object above us */ 1042 /* link the object above us */
1096 if (op->above) 1043 if (above)
1097 op->above->below = op->below; 1044 above->below = below;
1098 else 1045 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1046 map->at (x, y).top = below; /* we were top, set new top */
1100 1047
1101 /* Relink the object below us, if there is one */ 1048 /* Relink the object below us, if there is one */
1102 if (op->below) 1049 if (below)
1103 op->below->above = op->above; 1050 below->above = above;
1104 else 1051 else
1105 { 1052 {
1106 /* Nothing below, which means we need to relink map object for this space 1053 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1054 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1055 * evident
1109 */ 1056 */
1110 if (GET_MAP_OB (m, x, y) != op) 1057 if (GET_MAP_OB (map, x, y) != this)
1111 { 1058 {
1112 char *dump = dump_object (op); 1059 char *dump = dump_object (this);
1113 LOG (llevError, 1060 LOG (llevError,
1114 "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); 1061 "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);
1115 free (dump); 1062 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1063 dump = dump_object (GET_MAP_OB (map, x, y));
1117 LOG (llevError, "%s\n", dump); 1064 LOG (llevError, "%s\n", dump);
1118 free (dump); 1065 free (dump);
1119 } 1066 }
1120 1067
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1068 map->at (x, y).bottom = above; /* goes on above it. */
1122 } 1069 }
1123 1070
1124 op->above = 0; 1071 above = 0;
1125 op->below = 0; 1072 below = 0;
1126 1073
1127 if (op->map->in_memory == MAP_SAVING) 1074 if (map->in_memory == MAP_SAVING)
1128 return; 1075 return;
1129 1076
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1131 1078
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1133 { 1080 {
1134 /* No point updating the players look faces if he is the object 1081 /* No point updating the players look faces if he is the object
1135 * being removed. 1082 * being removed.
1136 */ 1083 */
1137 1084
1138 if (tmp->type == PLAYER && tmp != op) 1085 if (tmp->type == PLAYER && tmp != this)
1139 { 1086 {
1140 /* If a container that the player is currently using somehow gets 1087 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1088 * removed (most likely destroyed), update the player view
1142 * appropriately. 1089 * appropriately.
1143 */ 1090 */
1144 if (tmp->container == op) 1091 if (tmp->container == this)
1145 { 1092 {
1146 CLEAR_FLAG (op, FLAG_APPLIED); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container = NULL; 1094 tmp->container = 0;
1148 } 1095 }
1149 1096
1150 tmp->contr->socket.update_look = 1; 1097 tmp->contr->socket->floorbox_update ();
1151 } 1098 }
1152 1099
1153 /* See if player moving off should effect something */ 1100 /* See if player moving off should effect something */
1154 if (check_walk_off 1101 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1102 && ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 { 1104 {
1158 move_apply (tmp, op, NULL); 1105 move_apply (tmp, this, 0);
1159 1106
1160 if (op->destroyed ()) 1107 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1109 }
1163 1110
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165 1112
1166 if (tmp->above == tmp) 1113 if (tmp->above == tmp)
1167 tmp->above = NULL; 1114 tmp->above = 0;
1168 1115
1169 last = tmp; 1116 last = tmp;
1170 } 1117 }
1171 1118
1172 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1173 if (last == NULL) 1120 if (!last)
1174 { 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1122 else
1184 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1185 1124
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1188 } 1127 }
1189} 1128}
1190 1129
1191/* 1130/*
1192 * merge_ob(op,top): 1131 * merge_ob(op,top):
1207 1146
1208 for (; top != NULL; top = top->below) 1147 for (; top != NULL; top = top->below)
1209 { 1148 {
1210 if (top == op) 1149 if (top == op)
1211 continue; 1150 continue;
1212 if (CAN_MERGE (op, top)) 1151
1152 if (object::can_merge (op, top))
1213 { 1153 {
1214 top->nrof += op->nrof; 1154 top->nrof += op->nrof;
1215 1155
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1158 op->destroy ();
1219 free_object (op);
1220 return top; 1159 return top;
1221 } 1160 }
1222 } 1161 }
1223 1162
1224 return 0; 1163 return 0;
1351 1290
1352 /* this has to be done after we translate the coordinates. 1291 /* this has to be done after we translate the coordinates.
1353 */ 1292 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1293 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1295 if (object::can_merge (op, tmp))
1357 { 1296 {
1358 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1298 tmp->destroy ();
1360 free_object (tmp);
1361 } 1299 }
1362 1300
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1303
1378 op->below = originator->below; 1316 op->below = originator->below;
1379 1317
1380 if (op->below) 1318 if (op->below)
1381 op->below->above = op; 1319 op->below->above = op;
1382 else 1320 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1321 op->map->at (op->x, op->y).bottom = op;
1384 1322
1385 /* since *below* originator, no need to update top */ 1323 /* since *below* originator, no need to update top */
1386 originator->below = op; 1324 originator->below = op;
1387 } 1325 }
1388 else 1326 else
1434 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1374 * stacking is a bit odd.
1437 */ 1375 */
1438 if (!(flag & INS_ON_TOP) && 1376 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 { 1378 {
1441 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1381 break;
1444 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1467 1405
1468 if (op->above) 1406 if (op->above)
1469 op->above->below = op; 1407 op->above->below = op;
1470 1408
1471 op->below = NULL; 1409 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1410 op->map->at (op->x, op->y).bottom = op;
1473 } 1411 }
1474 else 1412 else
1475 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1476 op->above = top->above; 1414 op->above = top->above;
1477 1415
1481 op->below = top; 1419 op->below = top;
1482 top->above = op; 1420 top->above = op;
1483 } 1421 }
1484 1422
1485 if (op->above == NULL) 1423 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 op->map->at (op->x, op->y).top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1488 1426
1489 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1490 op->contr->do_los = 1; 1428 op->contr->do_los = 1;
1491 1429
1492 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1494 */ 1432 */
1495 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 if (object *pl = op->map->at (op->x, op->y).player ())
1497 if (tmp->type == PLAYER) 1435 pl->contr->socket->floorbox_update ();
1498 tmp->contr->socket.update_look = 1;
1499 1436
1500 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1511 1448
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1514 1451
1515 /* Don't know if moving this to the end will break anything. However, 1452 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1453 * we want to have floorbox_update called before calling this.
1517 * 1454 *
1518 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1458 * update_object().
1537 1474
1538 return op; 1475 return op;
1539} 1476}
1540 1477
1541/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1544 */ 1481 */
1545void 1482void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1484{
1548 object * 1485 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1486
1553 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1554 1488
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 { 1491 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1492
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1494
1566 tmp1->x = op->x; 1495 tmp1->x = op->x;
1567 tmp1->y = op->y; 1496 tmp1->y = op->y;
1577 */ 1506 */
1578 1507
1579object * 1508object *
1580get_split_ob (object *orig_ob, uint32 nr) 1509get_split_ob (object *orig_ob, uint32 nr)
1581{ 1510{
1582 object * 1511 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1513
1587 if (orig_ob->nrof < nr) 1514 if (orig_ob->nrof < nr)
1588 { 1515 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1517 return NULL;
1591 } 1518 }
1592 1519
1593 newob = object_create_clone (orig_ob); 1520 newob = object_create_clone (orig_ob);
1594 1521
1595 if ((orig_ob->nrof -= nr) < 1) 1522 if ((orig_ob->nrof -= nr) < 1)
1596 { 1523 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1524 else if (!is_removed)
1602 { 1525 {
1603 if (orig_ob->env != NULL) 1526 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1635 if (i > op->nrof) 1558 if (i > op->nrof)
1636 i = op->nrof; 1559 i = op->nrof;
1637 1560
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1562 op->nrof -= i;
1640 else if (op->env != NULL) 1563 else if (op->env)
1641 { 1564 {
1642 /* is this object in the players inventory, or sub container 1565 /* is this object in the players inventory, or sub container
1643 * therein? 1566 * therein?
1644 */ 1567 */
1645 tmp = is_player_inv (op->env); 1568 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1569 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1570 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1573 * and then searching the map for a player.
1651 */ 1574 */
1652 if (!tmp) 1575 if (!tmp)
1653 { 1576 {
1654 for (pl = first_player; pl; pl = pl->next) 1577 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1656 break; 1581 break;
1657 if (pl) 1582 }
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1583 }
1662 1584
1663 if (i < op->nrof) 1585 if (i < op->nrof)
1664 { 1586 {
1665 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1588 op->nrof -= i;
1667 if (tmp) 1589 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1670 }
1671 } 1591 }
1672 else 1592 else
1673 { 1593 {
1674 remove_ob (op); 1594 op->remove ();
1675 op->nrof = 0; 1595 op->nrof = 0;
1676 if (tmp) 1596 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1598 }
1681 } 1599 }
1682 else 1600 else
1683 { 1601 {
1684 object *above = op->above; 1602 object *above = op->above;
1685 1603
1686 if (i < op->nrof) 1604 if (i < op->nrof)
1687 op->nrof -= i; 1605 op->nrof -= i;
1688 else 1606 else
1689 { 1607 {
1690 remove_ob (op); 1608 op->remove ();
1691 op->nrof = 0; 1609 op->nrof = 0;
1692 } 1610 }
1693 1611
1694 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1697 { 1615 {
1698 if (op->nrof) 1616 if (op->nrof)
1699 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1700 else 1618 else
1704 1622
1705 if (op->nrof) 1623 if (op->nrof)
1706 return op; 1624 return op;
1707 else 1625 else
1708 { 1626 {
1709 free_object (op); 1627 op->destroy ();
1710 return NULL; 1628 return 0;
1711 } 1629 }
1712} 1630}
1713 1631
1714/* 1632/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1727 op->carrying += weight; 1645 op->carrying += weight;
1728 op = op->env; 1646 op = op->env;
1729 } 1647 }
1730} 1648}
1731 1649
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1650object *
1747insert_ob_in_ob (object *op, object *where) 1651insert_ob_in_ob (object *op, object *where)
1748{ 1652{
1749 object * 1653 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1654 {
1763 char *dump = dump_object (op); 1655 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1657 free (dump);
1766 return op; 1658 return op;
1767 } 1659 }
1768 1660
1769 if (where->head) 1661 if (where->head)
1770 { 1662 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1664 where = where->head;
1773 } 1665 }
1666
1667 return where->insert (op);
1668}
1669
1670/*
1671 * env->insert (op)
1672 * This function inserts the object op in the linked list
1673 * inside the object environment.
1674 *
1675 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero
1677 */
1678
1679object *
1680object::insert (object *op)
1681{
1682 object *tmp, *otmp;
1683
1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1685 op->remove ();
1774 1686
1775 if (op->more) 1687 if (op->more)
1776 { 1688 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1690 return op;
1780 1692
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1783 if (op->nrof) 1695 if (op->nrof)
1784 { 1696 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1698 if (object::can_merge (tmp, op))
1787 { 1699 {
1788 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1701 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1793 */ 1705 */
1794 add_weight (where, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1797 op = tmp; 1709 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1712 break;
1801 } 1713 }
1802 1714
1803 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1719 * the linking below
1808 */ 1720 */
1809 add_weight (where, op->weight * op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1810 } 1722 }
1811 else 1723 else
1812 add_weight (where, (op->weight + op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1813 1725
1814 otmp = is_player_inv (where); 1726 otmp = this->in_player ();
1815 if (otmp && otmp->contr != NULL) 1727 if (otmp && otmp->contr)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1729 fix_player (otmp);
1819 }
1820 1730
1821 op->map = NULL; 1731 op->map = 0;
1822 op->env = where; 1732 op->env = this;
1823 op->above = NULL; 1733 op->above = 0;
1824 op->below = NULL; 1734 op->below = 0;
1825 op->x = 0, op->y = 0; 1735 op->x = 0, op->y = 0;
1826 1736
1827 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1738 if ((op->glow_radius != 0) && map)
1829 { 1739 {
1830#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1743 if (MAP_DARKNESS (map))
1834 update_all_los (where->map, where->x, where->y); 1744 update_all_los (map, x, y);
1835 } 1745 }
1836 1746
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1748 * It sure simplifies this function...
1839 */ 1749 */
1840 if (where->inv == NULL) 1750 if (!inv)
1841 where->inv = op; 1751 inv = op;
1842 else 1752 else
1843 { 1753 {
1844 op->below = where->inv; 1754 op->below = inv;
1845 op->below->above = op; 1755 op->below->above = op;
1846 where->inv = op; 1756 inv = op;
1847 } 1757 }
1758
1848 return op; 1759 return op;
1849} 1760}
1850 1761
1851/* 1762/*
1852 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
2165 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2169 */ 2080 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2082 stop = maxfree[i];
2172 } 2083 }
2084
2173 if (!index) 2085 if (!index)
2174 return -1; 2086 return -1;
2087
2175 return altern[RANDOM () % index]; 2088 return altern[RANDOM () % index];
2176} 2089}
2177 2090
2178/* 2091/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2287 mp = m; 2200 mp = m;
2288 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2290 2203
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2292 if (mflags & P_OUT_OF_MAP) 2206 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2207 max = maxfree[i];
2295 }
2296 else 2208 else
2297 { 2209 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2299 2211
2300 if ((move_type & blocked) == move_type) 2212 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2213 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2214 else if (mflags & P_IS_ALIVE)
2305 { 2215 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2307 {
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break; 2218 break;
2311 } 2219
2312 }
2313 if (tmp) 2220 if (tmp)
2314 {
2315 return freedir[i]; 2221 return freedir[i];
2316 }
2317 } 2222 }
2318 } 2223 }
2319 } 2224 }
2225
2320 return 0; 2226 return 0;
2321} 2227}
2322 2228
2323/* 2229/*
2324 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2326 */ 2232 */
2327 2233
2328int 2234int
2329distance (const object *ob1, const object *ob2) 2235distance (const object *ob1, const object *ob2)
2330{ 2236{
2331 int 2237 int i;
2332 i;
2333 2238
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i; 2240 return i;
2336} 2241}
2337 2242
2342 */ 2247 */
2343 2248
2344int 2249int
2345find_dir_2 (int x, int y) 2250find_dir_2 (int x, int y)
2346{ 2251{
2347 int 2252 int q;
2348 q;
2349 2253
2350 if (y) 2254 if (y)
2351 q = x * 100 / y; 2255 q = x * 100 / y;
2352 else if (x) 2256 else if (x)
2353 q = -300 * x; 2257 q = -300 * x;
2479 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2385 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2483 */ 2387 */
2484
2485
2486int 2388int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2390{
2489 sint16 dx, dy; 2391 sint16 dx, dy;
2490 int
2491 mflags; 2392 int mflags;
2492 2393
2493 if (dir < 0) 2394 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2495 2396
2496 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2509 return 0; 2410 return 0;
2510 2411
2511 /* yes, can see. */ 2412 /* yes, can see. */
2512 if (dir < 9) 2413 if (dir < 9)
2513 return 1; 2414 return 1;
2415
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2419}
2517
2518
2519 2420
2520/* 2421/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2438}
2538 2439
2539
2540/* 2440/*
2541 * create clone from object to another 2441 * create clone from object to another
2542 */ 2442 */
2543object * 2443object *
2544object_create_clone (object *asrc) 2444object_create_clone (object *asrc)
2545{ 2445{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2548 2447
2549 if (!asrc) 2448 if (!asrc)
2550 return NULL; 2449 return 0;
2450
2551 src = asrc; 2451 src = asrc;
2552 if (src->head) 2452 if (src->head)
2553 src = src->head; 2453 src = src->head;
2554 2454
2555 prev = NULL; 2455 prev = 0;
2556 for (part = src; part; part = part->more) 2456 for (part = src; part; part = part->more)
2557 { 2457 {
2558 tmp = get_object (); 2458 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2459 tmp->x -= src->x;
2561 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2562 if (!part->head) 2462 if (!part->head)
2563 { 2463 {
2564 dst = tmp; 2464 dst = tmp;
2565 tmp->head = NULL; 2465 tmp->head = 0;
2566 } 2466 }
2567 else 2467 else
2568 {
2569 tmp->head = dst; 2468 tmp->head = dst;
2570 } 2469
2571 tmp->more = NULL; 2470 tmp->more = 0;
2471
2572 if (prev) 2472 if (prev)
2573 prev->more = tmp; 2473 prev->more = tmp;
2474
2574 prev = tmp; 2475 prev = tmp;
2575 } 2476 }
2576 2477
2577 for (item = src->inv; item; item = item->below) 2478 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2604 } 2505 }
2605 2506
2606 fprintf (tempfile, obstr); 2507 fprintf (tempfile, obstr);
2607 fclose (tempfile); 2508 fclose (tempfile);
2608 2509
2609 op = get_object (); 2510 op = object::create ();
2610 2511
2611 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2612 2513
2613 if (thawer) 2514 if (thawer)
2614 load_object (thawer, op, 0); 2515 load_object (thawer, op, 0);

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