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Comparing deliantra/server/common/object.C (file contents):
Revision 1.56 by root, Sun Dec 3 02:04:57 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
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 {
930 freed_map = new maptile;
931
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935
936 freed_map->allocate ();
937 }
938
939 map = freed_map;
940 x = 1;
941 y = 1;
942 }
943 874
944 if (more) 875 if (more)
945 { 876 {
946 more->destroy (destroy_inventory); 877 more->destroy (destroy_inventory);
947 more = 0; 878 more = 0;
970 901
971 while (op) 902 while (op)
972 { 903 {
973 object *tmp = op->below; 904 object *tmp = op->below;
974 905
975 remove_ob (op); 906 op->remove ();
976 907
977 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
978 || 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))
979 free_object (op); 910 op->destroy ();
980 else 911 else
981 { 912 {
982 op->x = x; 913 op->x = x;
983 op->y = y; 914 op->y = y;
984 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 */
987 op = tmp; 918 op = tmp;
988 } 919 }
989 } 920 }
990 } 921 }
991 922
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
992 // clear those pointers that likely might have circular references to us 943 // clear those pointers that likely might have circular references to us
993 owner = 0; 944 owner = 0;
994 enemy = 0; 945 enemy = 0;
995 attacked_by = 0; 946 attacked_by = 0;
996 947
1008 959
1009/* 960/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
1011 * 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)).
1012 */ 963 */
1013
1014void 964void
1015sub_weight (object *op, signed long weight) 965sub_weight (object *op, signed long weight)
1016{ 966{
1017 while (op != NULL) 967 while (op != NULL)
1018 { 968 {
1022 op->carrying -= weight; 972 op->carrying -= weight;
1023 op = op->env; 973 op = op->env;
1024 } 974 }
1025} 975}
1026 976
1027/* remove_ob(op): 977/* op->remove ():
1028 * 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
1029 * 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
1030 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 982 * the previous environment.
1033 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1034 */ 984 */
1035
1036void 985void
1037remove_ob (object *op) 986object::remove ()
1038{ 987{
1039 object *tmp, *last = 0; 988 object *tmp, *last = 0;
1040 object *otmp; 989 object *otmp;
1041 990
1042 int check_walk_off; 991 int check_walk_off;
1043 maptile *m;
1044 992
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 994 return;
1049 995
1050 SET_FLAG (op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1051 997
1052 if (op->more != NULL) 998 if (more)
1053 remove_ob (op->more); 999 more->remove ();
1054 1000
1055 /* 1001 /*
1056 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1057 * inventory. 1003 * inventory.
1058 */ 1004 */
1059 if (op->env != NULL) 1005 if (env)
1060 { 1006 {
1061 if (op->nrof) 1007 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 1008 sub_weight (env, weight * nrof);
1063 else 1009 else
1064 sub_weight (op->env, op->weight + op->carrying); 1010 sub_weight (env, weight + carrying);
1065 1011
1066 /* 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
1067 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 1014 * to save cpu time.
1069 */ 1015 */
1070 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))
1071 fix_player (otmp); 1017 fix_player (otmp);
1072 1018
1073 if (op->above != NULL) 1019 if (above != NULL)
1074 op->above->below = op->below; 1020 above->below = below;
1075 else 1021 else
1076 op->env->inv = op->below; 1022 env->inv = below;
1077 1023
1078 if (op->below != NULL) 1024 if (below != NULL)
1079 op->below->above = op->above; 1025 below->above = above;
1080 1026
1081 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1082 * 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
1083 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1084 */ 1030 */
1085 op->x = op->env->x, op->y = op->env->y; 1031 x = env->x, y = env->y;
1086 op->map = op->env->map; 1032 map = env->map;
1087 op->above = NULL, op->below = NULL; 1033 above = 0, below = 0;
1088 op->env = NULL; 1034 env = 0;
1089 } 1035 }
1090 else if (op->map) 1036 else if (map)
1091 { 1037 {
1092 x = op->x;
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 }
1106
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* 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
1112 * lots of logic for things we no longer care about 1039 * lots of logic for things we no longer care about
1113 */ 1040 */
1114 1041
1115 /* link the object above us */ 1042 /* link the object above us */
1116 if (op->above) 1043 if (above)
1117 op->above->below = op->below; 1044 above->below = below;
1118 else 1045 else
1119 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 */
1120 1047
1121 /* Relink the object below us, if there is one */ 1048 /* Relink the object below us, if there is one */
1122 if (op->below) 1049 if (below)
1123 op->below->above = op->above; 1050 below->above = above;
1124 else 1051 else
1125 { 1052 {
1126 /* 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
1127 * use translated coordinates in case some oddness with map tiling is 1054 * use translated coordinates in case some oddness with map tiling is
1128 * evident 1055 * evident
1129 */ 1056 */
1130 if (GET_MAP_OB (m, x, y) != op) 1057 if (GET_MAP_OB (map, x, y) != this)
1131 { 1058 {
1132 char *dump = dump_object (op); 1059 char *dump = dump_object (this);
1133 LOG (llevError, 1060 LOG (llevError,
1134 "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);
1135 free (dump); 1062 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y)); 1063 dump = dump_object (GET_MAP_OB (map, x, y));
1137 LOG (llevError, "%s\n", dump); 1064 LOG (llevError, "%s\n", dump);
1138 free (dump); 1065 free (dump);
1139 } 1066 }
1140 1067
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1068 map->at (x, y).bottom = above; /* goes on above it. */
1142 } 1069 }
1143 1070
1144 op->above = 0; 1071 above = 0;
1145 op->below = 0; 1072 below = 0;
1146 1073
1147 if (op->map->in_memory == MAP_SAVING) 1074 if (map->in_memory == MAP_SAVING)
1148 return; 1075 return;
1149 1076
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1151 1078
1152 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)
1153 { 1080 {
1154 /* 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
1155 * being removed. 1082 * being removed.
1156 */ 1083 */
1157 1084
1158 if (tmp->type == PLAYER && tmp != op) 1085 if (tmp->type == PLAYER && tmp != this)
1159 { 1086 {
1160 /* If a container that the player is currently using somehow gets 1087 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view 1088 * removed (most likely destroyed), update the player view
1162 * appropriately. 1089 * appropriately.
1163 */ 1090 */
1164 if (tmp->container == op) 1091 if (tmp->container == this)
1165 { 1092 {
1166 CLEAR_FLAG (op, FLAG_APPLIED); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1167 tmp->container = NULL; 1094 tmp->container = 0;
1168 } 1095 }
1169 1096
1170 tmp->contr->socket.update_look = 1; 1097 tmp->contr->socket->floorbox_update ();
1171 } 1098 }
1172 1099
1173 /* See if player moving off should effect something */ 1100 /* See if player moving off should effect something */
1174 if (check_walk_off 1101 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1102 && ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 { 1104 {
1178 move_apply (tmp, op, NULL); 1105 move_apply (tmp, this, 0);
1179 1106
1180 if (op->destroyed ()) 1107 if (destroyed ())
1181 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 ());
1182 } 1109 }
1183 1110
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185 1112
1186 if (tmp->above == tmp) 1113 if (tmp->above == tmp)
1187 tmp->above = NULL; 1114 tmp->above = 0;
1188 1115
1189 last = tmp; 1116 last = tmp;
1190 } 1117 }
1191 1118
1192 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1193 if (last == NULL) 1120 if (!last)
1194 { 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else 1122 else
1204 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1205 1124
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1208 } 1127 }
1209} 1128}
1210 1129
1211/* 1130/*
1212 * merge_ob(op,top): 1131 * merge_ob(op,top):
1227 1146
1228 for (; top != NULL; top = top->below) 1147 for (; top != NULL; top = top->below)
1229 { 1148 {
1230 if (top == op) 1149 if (top == op)
1231 continue; 1150 continue;
1232 if (CAN_MERGE (op, top)) 1151
1152 if (object::can_merge (op, top))
1233 { 1153 {
1234 top->nrof += op->nrof; 1154 top->nrof += op->nrof;
1235 1155
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1158 op->destroy ();
1239 free_object (op);
1240 return top; 1159 return top;
1241 } 1160 }
1242 } 1161 }
1243 1162
1244 return 0; 1163 return 0;
1371 1290
1372 /* this has to be done after we translate the coordinates. 1291 /* this has to be done after we translate the coordinates.
1373 */ 1292 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1293 if (op->nrof && !(flag & INS_NO_MERGE))
1375 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)
1376 if (CAN_MERGE (op, tmp)) 1295 if (object::can_merge (op, tmp))
1377 { 1296 {
1378 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1298 tmp->destroy ();
1380 free_object (tmp);
1381 } 1299 }
1382 1300
1383 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 */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1303
1398 op->below = originator->below; 1316 op->below = originator->below;
1399 1317
1400 if (op->below) 1318 if (op->below)
1401 op->below->above = op; 1319 op->below->above = op;
1402 else 1320 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1321 op->map->at (op->x, op->y).bottom = op;
1404 1322
1405 /* since *below* originator, no need to update top */ 1323 /* since *below* originator, no need to update top */
1406 originator->below = op; 1324 originator->below = op;
1407 } 1325 }
1408 else 1326 else
1454 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1374 * stacking is a bit odd.
1457 */ 1375 */
1458 if (!(flag & INS_ON_TOP) && 1376 if (!(flag & INS_ON_TOP) &&
1459 (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))
1460 { 1378 {
1461 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1381 break;
1464 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1487 1405
1488 if (op->above) 1406 if (op->above)
1489 op->above->below = op; 1407 op->above->below = op;
1490 1408
1491 op->below = NULL; 1409 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1410 op->map->at (op->x, op->y).bottom = op;
1493 } 1411 }
1494 else 1412 else
1495 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1496 op->above = top->above; 1414 op->above = top->above;
1497 1415
1501 op->below = top; 1419 op->below = top;
1502 top->above = op; 1420 top->above = op;
1503 } 1421 }
1504 1422
1505 if (op->above == NULL) 1423 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 op->map->at (op->x, op->y).top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1508 1426
1509 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1510 op->contr->do_los = 1; 1428 op->contr->do_los = 1;
1511 1429
1512 /* 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
1513 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1514 */ 1432 */
1515 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1516 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 ())
1517 if (tmp->type == PLAYER) 1435 pl->contr->socket->floorbox_update ();
1518 tmp->contr->socket.update_look = 1;
1519 1436
1520 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1521 * 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
1522 * 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
1523 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1531 1448
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1534 1451
1535 /* 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,
1536 * we want to have update_look set above before calling this. 1453 * we want to have floorbox_update called before calling this.
1537 * 1454 *
1538 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1458 * update_object().
1557 1474
1558 return op; 1475 return op;
1559} 1476}
1560 1477
1561/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1562 * 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.
1563 * 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.
1564 */ 1481 */
1565void 1482void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1484{
1568 object * 1485 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1486
1573 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1574 1488
1575 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)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 { 1491 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1492
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1494
1586 tmp1->x = op->x; 1495 tmp1->x = op->x;
1587 tmp1->y = op->y; 1496 tmp1->y = op->y;
1597 */ 1506 */
1598 1507
1599object * 1508object *
1600get_split_ob (object *orig_ob, uint32 nr) 1509get_split_ob (object *orig_ob, uint32 nr)
1601{ 1510{
1602 object * 1511 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1513
1607 if (orig_ob->nrof < nr) 1514 if (orig_ob->nrof < nr)
1608 { 1515 {
1609 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);
1610 return NULL; 1517 return NULL;
1611 } 1518 }
1612 1519
1613 newob = object_create_clone (orig_ob); 1520 newob = object_create_clone (orig_ob);
1614 1521
1615 if ((orig_ob->nrof -= nr) < 1) 1522 if ((orig_ob->nrof -= nr) < 1)
1616 { 1523 orig_ob->destroy (1);
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed) 1524 else if (!is_removed)
1622 { 1525 {
1623 if (orig_ob->env != NULL) 1526 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 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)
1655 if (i > op->nrof) 1558 if (i > op->nrof)
1656 i = op->nrof; 1559 i = op->nrof;
1657 1560
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1562 op->nrof -= i;
1660 else if (op->env != NULL) 1563 else if (op->env)
1661 { 1564 {
1662 /* is this object in the players inventory, or sub container 1565 /* is this object in the players inventory, or sub container
1663 * therein? 1566 * therein?
1664 */ 1567 */
1665 tmp = is_player_inv (op->env); 1568 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1569 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1570 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1573 * and then searching the map for a player.
1671 */ 1574 */
1672 if (!tmp) 1575 if (!tmp)
1673 { 1576 {
1674 for (pl = first_player; pl; pl = pl->next) 1577 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1676 break; 1581 break;
1677 if (pl) 1582 }
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1583 }
1682 1584
1683 if (i < op->nrof) 1585 if (i < op->nrof)
1684 { 1586 {
1685 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1588 op->nrof -= i;
1687 if (tmp) 1589 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1690 }
1691 } 1591 }
1692 else 1592 else
1693 { 1593 {
1694 remove_ob (op); 1594 op->remove ();
1695 op->nrof = 0; 1595 op->nrof = 0;
1696 if (tmp) 1596 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1598 }
1701 } 1599 }
1702 else 1600 else
1703 { 1601 {
1704 object *above = op->above; 1602 object *above = op->above;
1705 1603
1706 if (i < op->nrof) 1604 if (i < op->nrof)
1707 op->nrof -= i; 1605 op->nrof -= i;
1708 else 1606 else
1709 { 1607 {
1710 remove_ob (op); 1608 op->remove ();
1711 op->nrof = 0; 1609 op->nrof = 0;
1712 } 1610 }
1713 1611
1714 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1717 { 1615 {
1718 if (op->nrof) 1616 if (op->nrof)
1719 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1720 else 1618 else
1724 1622
1725 if (op->nrof) 1623 if (op->nrof)
1726 return op; 1624 return op;
1727 else 1625 else
1728 { 1626 {
1729 free_object (op); 1627 op->destroy ();
1730 return NULL; 1628 return 0;
1731 } 1629 }
1732} 1630}
1733 1631
1734/* 1632/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1747 op->carrying += weight; 1645 op->carrying += weight;
1748 op = op->env; 1646 op = op->env;
1749 } 1647 }
1750} 1648}
1751 1649
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765
1766object * 1650object *
1767insert_ob_in_ob (object *op, object *where) 1651insert_ob_in_ob (object *op, object *where)
1768{ 1652{
1769 object * 1653 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1654 {
1783 char *dump = dump_object (op); 1655 char *dump = dump_object (op);
1784 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);
1785 free (dump); 1657 free (dump);
1786 return op; 1658 return op;
1787 } 1659 }
1788 1660
1789 if (where->head) 1661 if (where->head)
1790 { 1662 {
1791 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");
1792 where = where->head; 1664 where = where->head;
1793 } 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 ();
1794 1686
1795 if (op->more) 1687 if (op->more)
1796 { 1688 {
1797 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);
1798 return op; 1690 return op;
1800 1692
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof) 1695 if (op->nrof)
1804 { 1696 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1698 if (object::can_merge (tmp, op))
1807 { 1699 {
1808 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1701 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1813 */ 1705 */
1814 add_weight (where, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1817 op = tmp; 1709 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1712 break;
1821 } 1713 }
1822 1714
1823 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1826 * 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
1827 * the linking below 1719 * the linking below
1828 */ 1720 */
1829 add_weight (where, op->weight * op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1830 } 1722 }
1831 else 1723 else
1832 add_weight (where, (op->weight + op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1833 1725
1834 otmp = is_player_inv (where); 1726 otmp = this->in_player ();
1835 if (otmp && otmp->contr != NULL) 1727 if (otmp && otmp->contr)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1729 fix_player (otmp);
1839 }
1840 1730
1841 op->map = NULL; 1731 op->map = 0;
1842 op->env = where; 1732 op->env = this;
1843 op->above = NULL; 1733 op->above = 0;
1844 op->below = NULL; 1734 op->below = 0;
1845 op->x = 0, op->y = 0; 1735 op->x = 0, op->y = 0;
1846 1736
1847 /* 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 */
1848 if ((op->glow_radius != 0) && where->map) 1738 if ((op->glow_radius != 0) && map)
1849 { 1739 {
1850#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1851 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);
1852#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1743 if (MAP_DARKNESS (map))
1854 update_all_los (where->map, where->x, where->y); 1744 update_all_los (map, x, y);
1855 } 1745 }
1856 1746
1857 /* 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.
1858 * It sure simplifies this function... 1748 * It sure simplifies this function...
1859 */ 1749 */
1860 if (where->inv == NULL) 1750 if (!inv)
1861 where->inv = op; 1751 inv = op;
1862 else 1752 else
1863 { 1753 {
1864 op->below = where->inv; 1754 op->below = inv;
1865 op->below->above = op; 1755 op->below->above = op;
1866 where->inv = op; 1756 inv = op;
1867 } 1757 }
1758
1868 return op; 1759 return op;
1869} 1760}
1870 1761
1871/* 1762/*
1872 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
2185 * 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
2186 * 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
2187 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2189 */ 2080 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 2082 stop = maxfree[i];
2192 } 2083 }
2084
2193 if (!index) 2085 if (!index)
2194 return -1; 2086 return -1;
2087
2195 return altern[RANDOM () % index]; 2088 return altern[RANDOM () % index];
2196} 2089}
2197 2090
2198/* 2091/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2307 mp = m; 2200 mp = m;
2308 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2310 2203
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2312 if (mflags & P_OUT_OF_MAP) 2206 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2207 max = maxfree[i];
2315 }
2316 else 2208 else
2317 { 2209 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2319 2211
2320 if ((move_type & blocked) == move_type) 2212 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2213 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2214 else if (mflags & P_IS_ALIVE)
2325 { 2215 {
2326 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)
2327 {
2328 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)))
2329 {
2330 break; 2218 break;
2331 } 2219
2332 }
2333 if (tmp) 2220 if (tmp)
2334 {
2335 return freedir[i]; 2221 return freedir[i];
2336 }
2337 } 2222 }
2338 } 2223 }
2339 } 2224 }
2225
2340 return 0; 2226 return 0;
2341} 2227}
2342 2228
2343/* 2229/*
2344 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2346 */ 2232 */
2347 2233
2348int 2234int
2349distance (const object *ob1, const object *ob2) 2235distance (const object *ob1, const object *ob2)
2350{ 2236{
2351 int 2237 int i;
2352 i;
2353 2238
2354 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);
2355 return i; 2240 return i;
2356} 2241}
2357 2242
2362 */ 2247 */
2363 2248
2364int 2249int
2365find_dir_2 (int x, int y) 2250find_dir_2 (int x, int y)
2366{ 2251{
2367 int 2252 int q;
2368 q;
2369 2253
2370 if (y) 2254 if (y)
2371 q = x * 100 / y; 2255 q = x * 100 / y;
2372 else if (x) 2256 else if (x)
2373 q = -300 * x; 2257 q = -300 * x;
2499 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2385 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2503 */ 2387 */
2504
2505
2506int 2388int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2390{
2509 sint16 dx, dy; 2391 sint16 dx, dy;
2510 int
2511 mflags; 2392 int mflags;
2512 2393
2513 if (dir < 0) 2394 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2515 2396
2516 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2529 return 0; 2410 return 0;
2530 2411
2531 /* yes, can see. */ 2412 /* yes, can see. */
2532 if (dir < 9) 2413 if (dir < 9)
2533 return 1; 2414 return 1;
2415
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 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]);
2536} 2419}
2537
2538
2539 2420
2540/* 2421/*
2541 * 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
2542 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !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));
2557} 2438}
2558 2439
2559
2560/* 2440/*
2561 * create clone from object to another 2441 * create clone from object to another
2562 */ 2442 */
2563object * 2443object *
2564object_create_clone (object *asrc) 2444object_create_clone (object *asrc)
2565{ 2445{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2568 2447
2569 if (!asrc) 2448 if (!asrc)
2570 return NULL; 2449 return 0;
2450
2571 src = asrc; 2451 src = asrc;
2572 if (src->head) 2452 if (src->head)
2573 src = src->head; 2453 src = src->head;
2574 2454
2575 prev = NULL; 2455 prev = 0;
2576 for (part = src; part; part = part->more) 2456 for (part = src; part; part = part->more)
2577 { 2457 {
2578 tmp = get_object (); 2458 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2459 tmp->x -= src->x;
2581 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2582 if (!part->head) 2462 if (!part->head)
2583 { 2463 {
2584 dst = tmp; 2464 dst = tmp;
2585 tmp->head = NULL; 2465 tmp->head = 0;
2586 } 2466 }
2587 else 2467 else
2588 {
2589 tmp->head = dst; 2468 tmp->head = dst;
2590 } 2469
2591 tmp->more = NULL; 2470 tmp->more = 0;
2471
2592 if (prev) 2472 if (prev)
2593 prev->more = tmp; 2473 prev->more = tmp;
2474
2594 prev = tmp; 2475 prev = tmp;
2595 } 2476 }
2596 2477
2597 for (item = src->inv; item; item = item->below) 2478 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2624 } 2505 }
2625 2506
2626 fprintf (tempfile, obstr); 2507 fprintf (tempfile, obstr);
2627 fclose (tempfile); 2508 fclose (tempfile);
2628 2509
2629 op = get_object (); 2510 op = object::create ();
2630 2511
2631 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2632 2513
2633 if (thawer) 2514 if (thawer)
2634 load_object (thawer, op, 0); 2515 load_object (thawer, op, 0);

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