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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 1.80 by root, Sat Dec 23 06:41:39 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->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 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.
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
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/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * 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 477 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
555 490
556 if (is_freed) 491 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 492 SET_FLAG (dst, FLAG_FREED);
493
558 if (is_removed) 494 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 495 SET_FLAG (dst, FLAG_REMOVED);
560 496
561 if (op2->speed < 0) 497 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 499
564 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
565 if (op2->key_values) 501 if (key_values)
566 { 502 {
567 key_value *tail = 0; 503 key_value *tail = 0;
568 key_value *i; 504 key_value *i;
569 505
570 op->key_values = 0; 506 dst->key_values = 0;
571 507
572 for (i = op2->key_values; i; i = i->next) 508 for (i = key_values; i; i = i->next)
573 { 509 {
574 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
575 511
576 new_link->next = 0; 512 new_link->next = 0;
577 new_link->key = i->key; 513 new_link->key = i->key;
578 new_link->value = i->value; 514 new_link->value = i->value;
579 515
580 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
581 if (!op->key_values) 517 if (!dst->key_values)
582 { 518 {
583 op->key_values = new_link; 519 dst->key_values = new_link;
584 tail = new_link; 520 tail = new_link;
585 } 521 }
586 else 522 else
587 { 523 {
588 tail->next = new_link; 524 tail->next = new_link;
589 tail = new_link; 525 tail = new_link;
590 } 526 }
591 } 527 }
592 } 528 }
593 529
594 update_ob_speed (op); 530 update_ob_speed (dst);
531}
532
533object *
534object::clone ()
535{
536 object *neu = create ();
537 copy_to (neu);
538 return neu;
595} 539}
596 540
597/* 541/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * 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 543 * to the closest player being on the other side, this function can
707 op->active_next = NULL; 651 op->active_next = NULL;
708 op->active_prev = NULL; 652 op->active_prev = NULL;
709} 653}
710 654
711/* 655/*
712 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 659 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 660 * 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 661 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
719 * 663 *
720 * action is a hint of what the caller believes need to be done. 664 * 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: 665 * current action are:
726 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * 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. 669 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
731 */ 671 */
732
733void 672void
734update_object (object *op, int action) 673update_object (object *op, int action)
735{ 674{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
738 676
739 if (op == NULL) 677 if (op == NULL)
740 { 678 {
741 /* this should never happen */ 679 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 681 return;
744 } 682 }
745 683
746 if (op->env != NULL) 684 if (op->env)
747 { 685 {
748 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
749 * to do in this case. 687 * to do in this case.
750 */ 688 */
751 return; 689 return;
765 abort (); 703 abort ();
766#endif 704#endif
767 return; 705 return;
768 } 706 }
769 707
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 708 mapspace &m = op->ms ();
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);
776 709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
777 if (action == UP_OBJ_INSERT) 712 else if (action == UP_OBJ_INSERT)
778 { 713 {
714 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 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)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (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) 721 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 722 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 723 || (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 724 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 725 * to have move_allow right now.
802 */ 726 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 729 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 730 }
809 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 733 * that is being removed.
812 */ 734 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 736 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 737 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 738 /* Nothing to do for that case */ ;
817 else 739 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 741
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) 742 if (op->more)
827 update_object (op->more, action); 743 update_object (op->more, action);
828} 744}
829 745
830object::vector object::mortals; 746object::vector object::mortals;
831object::vector object::objects; // not yet used 747object::vector object::objects; // not yet used
839 else 755 else
840 { 756 {
841 delete *i; 757 delete *i;
842 mortals.erase (i); 758 mortals.erase (i);
843 } 759 }
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} 760}
853 761
854object::object () 762object::object ()
855{ 763{
856 SET_FLAG (this, FLAG_REMOVED); 764 SET_FLAG (this, FLAG_REMOVED);
915 823
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this); 825 remove_friendly_object (this);
918 826
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this); 828 remove ();
921 829
922 SET_FLAG (this, FLAG_FREED); 830 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 }
943 831
944 if (more) 832 if (more)
945 { 833 {
946 more->destroy (destroy_inventory); 834 more->destroy (destroy_inventory);
947 more = 0; 835 more = 0;
970 858
971 while (op) 859 while (op)
972 { 860 {
973 object *tmp = op->below; 861 object *tmp = op->below;
974 862
975 remove_ob (op); 863 op->remove ();
976 864
977 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 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)) 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
979 free_object (op); 867 op->destroy ();
980 else 868 else
981 { 869 {
982 op->x = x; 870 op->x = x;
983 op->y = y; 871 op->y = y;
984 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
987 op = tmp; 875 op = tmp;
988 } 876 }
989 } 877 }
990 } 878 }
991 879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
992 // clear those pointers that likely might have circular references to us 900 // clear those pointers that likely might have circular references to us
993 owner = 0; 901 owner = 0;
994 enemy = 0; 902 enemy = 0;
995 attacked_by = 0; 903 attacked_by = 0;
996 904
1008 916
1009/* 917/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
1012 */ 920 */
1013
1014void 921void
1015sub_weight (object *op, signed long weight) 922sub_weight (object *op, signed long weight)
1016{ 923{
1017 while (op != NULL) 924 while (op != NULL)
1018 { 925 {
1022 op->carrying -= weight; 929 op->carrying -= weight;
1023 op = op->env; 930 op = op->env;
1024 } 931 }
1025} 932}
1026 933
1027/* remove_ob(op): 934/* op->remove ():
1028 * This function removes the object op from the linked list of objects 935 * 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 936 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 939 * the previous environment.
1033 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1034 */ 941 */
1035
1036void 942void
1037remove_ob (object *op) 943object::remove ()
1038{ 944{
1039 object *tmp, *last = 0; 945 object *tmp, *last = 0;
1040 object *otmp; 946 object *otmp;
1041 947
1042 int check_walk_off; 948 int check_walk_off;
1043 maptile *m;
1044 949
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 951 return;
1049 952
1050 SET_FLAG (op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1051 954
1052 if (op->more != NULL) 955 if (more)
1053 remove_ob (op->more); 956 more->remove ();
1054 957
1055 /* 958 /*
1056 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1057 * inventory. 960 * inventory.
1058 */ 961 */
1059 if (op->env != NULL) 962 if (env)
1060 { 963 {
1061 if (op->nrof) 964 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1063 else 966 else
1064 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1065 968
1066 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1067 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 971 * to save cpu time.
1069 */ 972 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp); 974 otmp->update_stats ();
1072 975
1073 if (op->above != NULL) 976 if (above != NULL)
1074 op->above->below = op->below; 977 above->below = below;
1075 else 978 else
1076 op->env->inv = op->below; 979 env->inv = below;
1077 980
1078 if (op->below != NULL) 981 if (below != NULL)
1079 op->below->above = op->above; 982 below->above = above;
1080 983
1081 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1084 */ 987 */
1085 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1086 op->map = op->env->map; 989 map = env->map;
1087 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1088 op->env = NULL; 991 env = 0;
1089 } 992 }
1090 else if (op->map) 993 else if (map)
1091 { 994 {
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 995 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about 996 * lots of logic for things we no longer care about
1113 */ 997 */
1114 998
1115 /* link the object above us */ 999 /* link the object above us */
1116 if (op->above) 1000 if (above)
1117 op->above->below = op->below; 1001 above->below = below;
1118 else 1002 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1003 map->at (x, y).top = below; /* we were top, set new top */
1120 1004
1121 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1122 if (op->below) 1006 if (below)
1123 op->below->above = op->above; 1007 below->above = above;
1124 else 1008 else
1125 { 1009 {
1126 /* Nothing below, which means we need to relink map object for this space 1010 /* 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 1011 * use translated coordinates in case some oddness with map tiling is
1128 * evident 1012 * evident
1129 */ 1013 */
1130 if (GET_MAP_OB (m, x, y) != op) 1014 if (GET_MAP_OB (map, x, y) != this)
1131 { 1015 {
1132 char *dump = dump_object (op); 1016 char *dump = dump_object (this);
1133 LOG (llevError, 1017 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); 1018 "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); 1019 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y)); 1020 dump = dump_object (GET_MAP_OB (map, x, y));
1137 LOG (llevError, "%s\n", dump); 1021 LOG (llevError, "%s\n", dump);
1138 free (dump); 1022 free (dump);
1139 } 1023 }
1140 1024
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1025 map->at (x, y).bottom = above; /* goes on above it. */
1142 } 1026 }
1143 1027
1144 op->above = 0; 1028 above = 0;
1145 op->below = 0; 1029 below = 0;
1146 1030
1147 if (op->map->in_memory == MAP_SAVING) 1031 if (map->in_memory == MAP_SAVING)
1148 return; 1032 return;
1149 1033
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1151 1035
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1153 { 1037 {
1154 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1155 * being removed. 1039 * being removed.
1156 */ 1040 */
1157 1041
1158 if (tmp->type == PLAYER && tmp != op) 1042 if (tmp->type == PLAYER && tmp != this)
1159 { 1043 {
1160 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1162 * appropriately. 1046 * appropriately.
1163 */ 1047 */
1164 if (tmp->container == op) 1048 if (tmp->container == this)
1165 { 1049 {
1166 CLEAR_FLAG (op, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1167 tmp->container = NULL; 1051 tmp->container = 0;
1168 } 1052 }
1169 1053
1170 tmp->contr->socket.update_look = 1; 1054 tmp->contr->ns->floorbox_update ();
1171 } 1055 }
1172 1056
1173 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1174 if (check_walk_off 1058 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1059 && ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 { 1061 {
1178 move_apply (tmp, op, NULL); 1062 move_apply (tmp, this, 0);
1179 1063
1180 if (op->destroyed ()) 1064 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1066 }
1183 1067
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185 1069
1186 if (tmp->above == tmp) 1070 if (tmp->above == tmp)
1187 tmp->above = NULL; 1071 tmp->above = 0;
1188 1072
1189 last = tmp; 1073 last = tmp;
1190 } 1074 }
1191 1075
1192 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1193 if (last == NULL) 1077 if (!last)
1194 { 1078 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 1079 else
1204 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1205 1081
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1208 } 1084 }
1209} 1085}
1210 1086
1211/* 1087/*
1212 * merge_ob(op,top): 1088 * merge_ob(op,top):
1227 1103
1228 for (; top != NULL; top = top->below) 1104 for (; top != NULL; top = top->below)
1229 { 1105 {
1230 if (top == op) 1106 if (top == op)
1231 continue; 1107 continue;
1232 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1233 { 1110 {
1234 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1235 1112
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1115 op->destroy ();
1239 free_object (op);
1240 return top; 1116 return top;
1241 } 1117 }
1242 } 1118 }
1243 1119
1244 return 0; 1120 return 0;
1371 1247
1372 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1373 */ 1249 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1377 { 1253 {
1378 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1255 tmp->destroy ();
1380 free_object (tmp);
1381 } 1256 }
1382 1257
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1260
1398 op->below = originator->below; 1273 op->below = originator->below;
1399 1274
1400 if (op->below) 1275 if (op->below)
1401 op->below->above = op; 1276 op->below->above = op;
1402 else 1277 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bottom = op;
1404 1279
1405 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1406 originator->below = op; 1281 originator->below = op;
1407 } 1282 }
1408 else 1283 else
1454 * If INS_ON_TOP is used, don't do this processing 1329 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1330 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1331 * stacking is a bit odd.
1457 */ 1332 */
1458 if (!(flag & INS_ON_TOP) && 1333 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)) 1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1460 { 1335 {
1461 for (last = top; last != floor; last = last->below) 1336 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1338 break;
1464 /* Check to see if we found the object that blocks view, 1339 /* Check to see if we found the object that blocks view,
1487 1362
1488 if (op->above) 1363 if (op->above)
1489 op->above->below = op; 1364 op->above->below = op;
1490 1365
1491 op->below = NULL; 1366 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1367 op->ms ().bottom = op;
1493 } 1368 }
1494 else 1369 else
1495 { /* get inserted into the stack above top */ 1370 { /* get inserted into the stack above top */
1496 op->above = top->above; 1371 op->above = top->above;
1497 1372
1501 op->below = top; 1376 op->below = top;
1502 top->above = op; 1377 top->above = op;
1503 } 1378 }
1504 1379
1505 if (op->above == NULL) 1380 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1381 op->ms ().top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1382 } /* else not INS_BELOW_ORIGINATOR */
1508 1383
1509 if (op->type == PLAYER) 1384 if (op->type == PLAYER)
1510 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1511 1386
1512 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1514 */ 1389 */
1515 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1517 if (tmp->type == PLAYER) 1392 pl->contr->ns->floorbox_update ();
1518 tmp->contr->socket.update_look = 1;
1519 1393
1520 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1395 * 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 1396 * 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 1397 * on the map will get recalculated. The players could very well
1531 1405
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1534 1408
1535 /* Don't know if moving this to the end will break anything. However, 1409 /* 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. 1410 * we want to have floorbox_update called before calling this.
1537 * 1411 *
1538 * check_move_on() must be after this because code called from 1412 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1413 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1414 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1415 * update_object().
1557 1431
1558 return op; 1432 return op;
1559} 1433}
1560 1434
1561/* this function inserts an object in the map, but if it 1435/* 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. 1436 * 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. 1437 * op is the object to insert it under: supplies x and the map.
1564 */ 1438 */
1565void 1439void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1441{
1568 object * 1442 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1443
1573 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1574 1445
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 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 */ 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 { 1448 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1449
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1451
1586 tmp1->x = op->x; 1452 tmp1->x = op->x;
1587 tmp1->y = op->y; 1453 tmp1->y = op->y;
1597 */ 1463 */
1598 1464
1599object * 1465object *
1600get_split_ob (object *orig_ob, uint32 nr) 1466get_split_ob (object *orig_ob, uint32 nr)
1601{ 1467{
1602 object * 1468 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1470
1607 if (orig_ob->nrof < nr) 1471 if (orig_ob->nrof < nr)
1608 { 1472 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL; 1474 return NULL;
1611 } 1475 }
1612 1476
1613 newob = object_create_clone (orig_ob); 1477 newob = object_create_clone (orig_ob);
1614 1478
1615 if ((orig_ob->nrof -= nr) < 1) 1479 if ((orig_ob->nrof -= nr) < 1)
1616 { 1480 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) 1481 else if (!is_removed)
1622 { 1482 {
1623 if (orig_ob->env != NULL) 1483 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1655 if (i > op->nrof) 1515 if (i > op->nrof)
1656 i = op->nrof; 1516 i = op->nrof;
1657 1517
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1519 op->nrof -= i;
1660 else if (op->env != NULL) 1520 else if (op->env)
1661 { 1521 {
1662 /* is this object in the players inventory, or sub container 1522 /* is this object in the players inventory, or sub container
1663 * therein? 1523 * therein?
1664 */ 1524 */
1665 tmp = is_player_inv (op->env); 1525 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1526 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1527 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1528 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1529 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1530 * and then searching the map for a player.
1671 */ 1531 */
1672 if (!tmp) 1532 if (!tmp)
1673 { 1533 {
1674 for (pl = first_player; pl; pl = pl->next) 1534 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1676 break; 1538 break;
1677 if (pl) 1539 }
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1540 }
1682 1541
1683 if (i < op->nrof) 1542 if (i < op->nrof)
1684 { 1543 {
1685 sub_weight (op->env, op->weight * i); 1544 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1545 op->nrof -= i;
1687 if (tmp) 1546 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1690 }
1691 } 1548 }
1692 else 1549 else
1693 { 1550 {
1694 remove_ob (op); 1551 op->remove ();
1695 op->nrof = 0; 1552 op->nrof = 0;
1696 if (tmp) 1553 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1554 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1555 }
1701 } 1556 }
1702 else 1557 else
1703 { 1558 {
1704 object *above = op->above; 1559 object *above = op->above;
1705 1560
1706 if (i < op->nrof) 1561 if (i < op->nrof)
1707 op->nrof -= i; 1562 op->nrof -= i;
1708 else 1563 else
1709 { 1564 {
1710 remove_ob (op); 1565 op->remove ();
1711 op->nrof = 0; 1566 op->nrof = 0;
1712 } 1567 }
1713 1568
1714 /* Since we just removed op, op->above is null */ 1569 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1570 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1571 if (tmp->type == PLAYER)
1717 { 1572 {
1718 if (op->nrof) 1573 if (op->nrof)
1719 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1720 else 1575 else
1724 1579
1725 if (op->nrof) 1580 if (op->nrof)
1726 return op; 1581 return op;
1727 else 1582 else
1728 { 1583 {
1729 free_object (op); 1584 op->destroy ();
1730 return NULL; 1585 return 0;
1731 } 1586 }
1732} 1587}
1733 1588
1734/* 1589/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1590 * add_weight(object, weight) adds the specified weight to an object,
1747 op->carrying += weight; 1602 op->carrying += weight;
1748 op = op->env; 1603 op = op->env;
1749 } 1604 }
1750} 1605}
1751 1606
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 * 1607object *
1767insert_ob_in_ob (object *op, object *where) 1608insert_ob_in_ob (object *op, object *where)
1768{ 1609{
1769 object * 1610 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 { 1611 {
1783 char *dump = dump_object (op); 1612 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1614 free (dump);
1786 return op; 1615 return op;
1787 } 1616 }
1788 1617
1789 if (where->head) 1618 if (where->head)
1790 { 1619 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1621 where = where->head;
1793 } 1622 }
1623
1624 return where->insert (op);
1625}
1626
1627/*
1628 * env->insert (op)
1629 * This function inserts the object op in the linked list
1630 * inside the object environment.
1631 *
1632 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero
1634 */
1635
1636object *
1637object::insert (object *op)
1638{
1639 object *tmp, *otmp;
1640
1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1642 op->remove ();
1794 1643
1795 if (op->more) 1644 if (op->more)
1796 { 1645 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1647 return op;
1800 1649
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof) 1652 if (op->nrof)
1804 { 1653 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1654 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1655 if (object::can_merge (tmp, op))
1807 { 1656 {
1808 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1658 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1660 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1661 * tmp->nrof, we need to increase the weight.
1813 */ 1662 */
1814 add_weight (where, op->weight * op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1664 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1665 op->destroy (); /* free the inserted object */
1817 op = tmp; 1666 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1667 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1669 break;
1821 } 1670 }
1822 1671
1823 /* I assume combined objects have no inventory 1672 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1673 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1674 * (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 1675 * the weight, so we need to add it in again, since we actually do
1827 * the linking below 1676 * the linking below
1828 */ 1677 */
1829 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1830 } 1679 }
1831 else 1680 else
1832 add_weight (where, (op->weight + op->carrying)); 1681 add_weight (this, (op->weight + op->carrying));
1833 1682
1834 otmp = is_player_inv (where); 1683 otmp = this->in_player ();
1835 if (otmp && otmp->contr != NULL) 1684 if (otmp && otmp->contr)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1686 otmp->update_stats ();
1839 }
1840 1687
1841 op->map = NULL; 1688 op->map = 0;
1842 op->env = where; 1689 op->env = this;
1843 op->above = NULL; 1690 op->above = 0;
1844 op->below = NULL; 1691 op->below = 0;
1845 op->x = 0, op->y = 0; 1692 op->x = 0, op->y = 0;
1846 1693
1847 /* reset the light list and los of the players on the map */ 1694 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1695 if ((op->glow_radius != 0) && map)
1849 { 1696 {
1850#ifdef DEBUG_LIGHTS 1697#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */ 1699#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1700 if (MAP_DARKNESS (map))
1854 update_all_los (where->map, where->x, where->y); 1701 update_all_los (map, x, y);
1855 } 1702 }
1856 1703
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1704 /* Client has no idea of ordering so lets not bother ordering it here.
1858 * It sure simplifies this function... 1705 * It sure simplifies this function...
1859 */ 1706 */
1860 if (where->inv == NULL) 1707 if (!inv)
1861 where->inv = op; 1708 inv = op;
1862 else 1709 else
1863 { 1710 {
1864 op->below = where->inv; 1711 op->below = inv;
1865 op->below->above = op; 1712 op->below->above = op;
1866 where->inv = op; 1713 inv = op;
1867 } 1714 }
1715
1868 return op; 1716 return op;
1869} 1717}
1870 1718
1871/* 1719/*
1872 * Checks if any objects has a move_type that matches objects 1720 * 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 2033 * 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 2034 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2189 */ 2037 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 2039 stop = maxfree[i];
2192 } 2040 }
2041
2193 if (!index) 2042 if (!index)
2194 return -1; 2043 return -1;
2044
2195 return altern[RANDOM () % index]; 2045 return altern[RANDOM () % index];
2196} 2046}
2197 2047
2198/* 2048/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2307 mp = m; 2157 mp = m;
2308 nx = x + freearr_x[i]; 2158 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2159 ny = y + freearr_y[i];
2310 2160
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162
2312 if (mflags & P_OUT_OF_MAP) 2163 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2164 max = maxfree[i];
2315 }
2316 else 2165 else
2317 { 2166 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2319 2168
2320 if ((move_type & blocked) == move_type) 2169 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2170 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2171 else if (mflags & P_IS_ALIVE)
2325 { 2172 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2173 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))) 2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break; 2175 break;
2331 } 2176
2332 }
2333 if (tmp) 2177 if (tmp)
2334 {
2335 return freedir[i]; 2178 return freedir[i];
2336 }
2337 } 2179 }
2338 } 2180 }
2339 } 2181 }
2182
2340 return 0; 2183 return 0;
2341} 2184}
2342 2185
2343/* 2186/*
2344 * distance(object 1, object 2) will return the square of the 2187 * distance(object 1, object 2) will return the square of the
2346 */ 2189 */
2347 2190
2348int 2191int
2349distance (const object *ob1, const object *ob2) 2192distance (const object *ob1, const object *ob2)
2350{ 2193{
2351 int 2194 int i;
2352 i;
2353 2195
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i; 2197 return i;
2356} 2198}
2357 2199
2362 */ 2204 */
2363 2205
2364int 2206int
2365find_dir_2 (int x, int y) 2207find_dir_2 (int x, int y)
2366{ 2208{
2367 int 2209 int q;
2368 q;
2369 2210
2370 if (y) 2211 if (y)
2371 q = x * 100 / y; 2212 q = x * 100 / y;
2372 else if (x) 2213 else if (x)
2373 q = -300 * x; 2214 q = -300 * x;
2499 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2342 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2503 */ 2344 */
2504
2505
2506int 2345int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2347{
2509 sint16 dx, dy; 2348 sint16 dx, dy;
2510 int
2511 mflags; 2349 int mflags;
2512 2350
2513 if (dir < 0) 2351 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2515 2353
2516 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2529 return 0; 2367 return 0;
2530 2368
2531 /* yes, can see. */ 2369 /* yes, can see. */
2532 if (dir < 9) 2370 if (dir < 9)
2533 return 1; 2371 return 1;
2372
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2373 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]); 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2376}
2537
2538
2539 2377
2540/* 2378/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2379 * 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 2380 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (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)); 2394 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557} 2395}
2558 2396
2559
2560/* 2397/*
2561 * create clone from object to another 2398 * create clone from object to another
2562 */ 2399 */
2563object * 2400object *
2564object_create_clone (object *asrc) 2401object_create_clone (object *asrc)
2565{ 2402{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2403 object *dst = 0, *tmp, *src, *part, *prev, *item;
2568 2404
2569 if (!asrc) 2405 if (!asrc)
2570 return NULL; 2406 return 0;
2407
2571 src = asrc; 2408 src = asrc;
2572 if (src->head) 2409 if (src->head)
2573 src = src->head; 2410 src = src->head;
2574 2411
2575 prev = NULL; 2412 prev = 0;
2576 for (part = src; part; part = part->more) 2413 for (part = src; part; part = part->more)
2577 { 2414 {
2578 tmp = get_object (); 2415 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2416 tmp->x -= src->x;
2581 tmp->y -= src->y; 2417 tmp->y -= src->y;
2418
2582 if (!part->head) 2419 if (!part->head)
2583 { 2420 {
2584 dst = tmp; 2421 dst = tmp;
2585 tmp->head = NULL; 2422 tmp->head = 0;
2586 } 2423 }
2587 else 2424 else
2588 {
2589 tmp->head = dst; 2425 tmp->head = dst;
2590 } 2426
2591 tmp->more = NULL; 2427 tmp->more = 0;
2428
2592 if (prev) 2429 if (prev)
2593 prev->more = tmp; 2430 prev->more = tmp;
2431
2594 prev = tmp; 2432 prev = tmp;
2595 } 2433 }
2596 2434
2597 for (item = src->inv; item; item = item->below) 2435 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2436 insert_ob_in_ob (object_create_clone (item), dst);
2624 } 2462 }
2625 2463
2626 fprintf (tempfile, obstr); 2464 fprintf (tempfile, obstr);
2627 fclose (tempfile); 2465 fclose (tempfile);
2628 2466
2629 op = get_object (); 2467 op = object::create ();
2630 2468
2631 object_thawer thawer (filename); 2469 object_thawer thawer (filename);
2632 2470
2633 if (thawer) 2471 if (thawer)
2634 load_object (thawer, op, 0); 2472 load_object (thawer, op, 0);

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