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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
185 * 185 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195 195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 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)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* 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
206 * 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
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (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)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* 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 */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* 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
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
381void 362char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 3);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
575 } 467 }
576 468
577 op->key_values = 0; 469 op->key_values = 0;
578} 470}
579 471
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 472/*
633 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
636 * 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,
637 * 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
638 * will point at garbage. 478 * will point at garbage.
639 */ 479 */
640void 480void
641copy_object (object *op2, object *op) 481object::copy_to (object *dst)
642{ 482{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 485
646 op2->clone (op); 486 *(object_copy *)dst = *this;
647 487
648 if (is_freed) 488 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
650 if (is_removed) 491 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
652 493
653 if (op2->speed < 0) 494 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 496
656 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
657 if (op2->key_values) 498 if (key_values)
658 { 499 {
659 key_value *tail = 0; 500 key_value *tail = 0;
660 key_value *i; 501 key_value *i;
661 502
662 op->key_values = 0; 503 dst->key_values = 0;
663 504
664 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
665 { 506 {
666 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
667 508
668 new_link->next = 0; 509 new_link->next = 0;
669 new_link->key = i->key; 510 new_link->key = i->key;
670 new_link->value = i->value; 511 new_link->value = i->value;
671 512
672 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
673 if (!op->key_values) 514 if (!dst->key_values)
674 { 515 {
675 op->key_values = new_link; 516 dst->key_values = new_link;
676 tail = new_link; 517 tail = new_link;
677 } 518 }
678 else 519 else
679 { 520 {
680 tail->next = new_link; 521 tail->next = new_link;
681 tail = new_link; 522 tail = new_link;
682 } 523 }
683 } 524 }
684 } 525 }
685 526
686 update_ob_speed (op); 527 update_ob_speed (dst);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
687} 536}
688 537
689/* 538/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
799 op->active_next = NULL; 648 op->active_next = NULL;
800 op->active_prev = NULL; 649 op->active_prev = NULL;
801} 650}
802 651
803/* 652/*
804 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 656 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
811 * 660 *
812 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 662 * current action are:
818 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
823 */ 668 */
824
825void 669void
826update_object (object *op, int action) 670update_object (object *op, int action)
827{ 671{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
830 673
831 if (op == NULL) 674 if (op == NULL)
832 { 675 {
833 /* this should never happen */ 676 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 678 return;
836 } 679 }
837 680
838 if (op->env != NULL) 681 if (op->env)
839 { 682 {
840 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
841 * to do in this case. 684 * to do in this case.
842 */ 685 */
843 return; 686 return;
857 abort (); 700 abort ();
858#endif 701#endif
859 return; 702 return;
860 } 703 }
861 704
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
869 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
870 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 722 * to have move_allow right now.
894 */ 723 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 726 m.flags_ = P_NEED_UPDATE;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 727 }
901 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 730 * that is being removed.
904 */ 731 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
907 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
909 else 736 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 738
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 739 if (op->more)
919 update_object (op->more, action); 740 update_object (op->more, action);
920} 741}
921 742
922static unordered_vector<object *> mortals; 743object::vector object::objects; // not yet used
923static std::vector<object *, slice_allocator <object *> > freed; 744object *object::first;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940}
941 745
942object::object () 746object::object ()
943{ 747{
944 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
945 749
946 expmul = 1.0; 750 expmul = 1.0;
947 face = blank_face; 751 face = blank_face;
948 attacked_by_count = -1;
949} 752}
950 753
951object::~object () 754object::~object ()
952{ 755{
953 free_key_values (this); 756 free_key_values (this);
957{ 760{
958 count = ++ob_count; 761 count = ++ob_count;
959 uuid = gen_uuid (); 762 uuid = gen_uuid ();
960 763
961 prev = 0; 764 prev = 0;
962 next = objects; 765 next = object::first;
963 766
964 if (objects) 767 if (object::first)
965 objects->prev = this; 768 object::first->prev = this;
966 769
967 objects = this; 770 object::first = this;
968} 771}
969 772
970void object::unlink () 773void object::unlink ()
971{ 774{
972 //count = 0;//D
973 if (!prev && !next) return;//D
974
975 if (this == objects) 775 if (this == object::first)
976 objects = next; 776 object::first = next;
977 777
978 /* Remove this object from the list of used objects */ 778 /* Remove this object from the list of used objects */
979 if (prev) prev->next = next; 779 if (prev) prev->next = next;
980 if (next) next->prev = prev; 780 if (next) next->prev = prev;
981 781
983 next = 0; 783 next = 0;
984} 784}
985 785
986object *object::create () 786object *object::create ()
987{ 787{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 788 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 789 op->link ();
1002 return op; 790 return op;
1003} 791}
1004 792
1005/* 793/*
1007 * it from the list of used objects, and puts it on the list of 795 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
1010 * this function to succeed. 798 * this function to succeed.
1011 * 799 *
1012 * If free_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground. 801 * inventory to the ground.
1014 */ 802 */
1015void object::free (bool free_inventory) 803void
804object::do_destroy ()
1016{ 805{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
1018 return; 818 return;
1019 819
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
1021 remove_friendly_object (this);
1022 821
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 // hack to ensure that freed objects still have a valid map
1024 remove_ob (this);
1025
1026 SET_FLAG (this, FLAG_FREED);
1027
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more)
1031 { 823 {
1032 more->free (free_inventory); 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
1033 more = 0;
1034 }
1035 825
1036 if (inv) 826 if (!freed_map)
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 { 827 {
1044 object *op = inv; 828 freed_map = new maptile;
1045 829
1046 while (op) 830 freed_map->name = "/internal/freed_objects_map";
1047 { 831 freed_map->width = 3;
1048 object *tmp = op->below; 832 freed_map->height = 3;
1049 op->free (free_inventory); 833
1050 op = tmp; 834 freed_map->allocate ();
1051 }
1052 } 835 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056 836
1057 while (op) 837 map = freed_map;
1058 { 838 x = 1;
1059 object *tmp = op->below; 839 y = 1;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 } 840 }
1077 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
1078 owner = 0; 847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
1079 853
1080 /* Remove object from the active list */ 854 /* Remove object from the active list */
1081 speed = 0; 855 speed = 0;
1082 update_ob_speed (this); 856 update_ob_speed (this);
1083 857
1084 unlink (); 858 unlink ();
859}
1085 860
1086 mortals.push_back (this); 861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904}
905
906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory)
920 destroy_inv (true);
921
922 attachable::destroy ();
1087} 923}
1088 924
1089/* 925/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
1092 */ 928 */
1093
1094void 929void
1095sub_weight (object *op, signed long weight) 930sub_weight (object *op, signed long weight)
1096{ 931{
1097 while (op != NULL) 932 while (op != NULL)
1098 { 933 {
1099 if (op->type == CONTAINER) 934 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 936
1103 op->carrying -= weight; 937 op->carrying -= weight;
1104 op = op->env; 938 op = op->env;
1105 } 939 }
1106} 940}
1107 941
1108/* remove_ob(op): 942/* op->remove ():
1109 * This function removes the object op from the linked list of objects 943 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 944 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 947 * the previous environment.
1114 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1115 */ 949 */
1116
1117void 950void
1118remove_ob (object *op) 951object::remove ()
1119{ 952{
953 object *tmp, *last = 0;
1120 object * 954 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 955
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 957 return;
1139 958
1140 SET_FLAG (op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1141 961
1142 if (op->more != NULL) 962 if (more)
1143 remove_ob (op->more); 963 more->remove ();
1144 964
1145 /* 965 /*
1146 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1147 * inventory. 967 * inventory.
1148 */ 968 */
1149 if (op->env != NULL) 969 if (env)
1150 { 970 {
1151 if (op->nrof) 971 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 972 sub_weight (env, weight * nrof);
1153 else 973 else
1154 sub_weight (op->env, op->weight + op->carrying); 974 sub_weight (env, weight + carrying);
1155 975
1156 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 978 * to save cpu time.
1159 */ 979 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 981 otmp->update_stats ();
1162 982
1163 if (op->above != NULL) 983 if (above != NULL)
1164 op->above->below = op->below; 984 above->below = below;
1165 else 985 else
1166 op->env->inv = op->below; 986 env->inv = below;
1167 987
1168 if (op->below != NULL) 988 if (below != NULL)
1169 op->below->above = op->above; 989 below->above = above;
1170 990
1171 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 992 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
1174 */ 994 */
1175 op->x = op->env->x, op->y = op->env->y; 995 x = env->x, y = env->y;
1176 op->map = op->env->map; 996 map = env->map;
1177 op->above = NULL, op->below = NULL; 997 above = 0, below = 0;
1178 op->env = NULL; 998 env = 0;
1179 } 999 }
1180 else if (op->map) 1000 else if (map)
1181 { 1001 {
1182 x = op->x;
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 }
1196
1197 if (op->map != m)
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had 1002 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about 1003 * lots of logic for things we no longer care about
1203 */ 1004 */
1204 1005
1205 /* link the object above us */ 1006 /* link the object above us */
1206 if (op->above) 1007 if (above)
1207 op->above->below = op->below; 1008 above->below = below;
1208 else 1009 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1010 map->at (x, y).top = below; /* we were top, set new top */
1210 1011
1211 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1212 if (op->below) 1013 if (below)
1213 op->below->above = op->above; 1014 below->above = above;
1214 else 1015 else
1215 { 1016 {
1216 /* Nothing below, which means we need to relink map object for this space 1017 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 1018 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1019 * evident
1219 */ 1020 */
1220 if (GET_MAP_OB (m, x, y) != op) 1021 if (GET_MAP_OB (map, x, y) != this)
1221 { 1022 {
1222 dump_object (op); 1023 char *dump = dump_object (this);
1223 LOG (llevError, 1024 LOG (llevError,
1224 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1025 "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);
1026 free (dump);
1225 dump_object (GET_MAP_OB (m, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1226 LOG (llevError, "%s\n", errmsg); 1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1227 } 1030 }
1228 1031
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1032 map->at (x, y).bottom = above; /* goes on above it. */
1230 } 1033 }
1231 1034
1232 op->above = 0; 1035 above = 0;
1233 op->below = 0; 1036 below = 0;
1234 1037
1235 if (op->map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1236 return; 1039 return;
1237 1040
1238 tag = op->count; 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 1042
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1242 { 1044 {
1243 /* No point updating the players look faces if he is the object 1045 /* No point updating the players look faces if he is the object
1244 * being removed. 1046 * being removed.
1245 */ 1047 */
1246 1048
1247 if (tmp->type == PLAYER && tmp != op) 1049 if (tmp->type == PLAYER && tmp != this)
1248 { 1050 {
1249 /* If a container that the player is currently using somehow gets 1051 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1251 * appropriately. 1053 * appropriately.
1252 */ 1054 */
1253 if (tmp->container == op) 1055 if (tmp->container == this)
1254 { 1056 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1058 tmp->container = 0;
1257 } 1059 }
1258 1060
1259 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1260 } 1063 }
1261 1064
1262 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1066 if (check_walk_off
1067 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1069 {
1265 move_apply (tmp, op, NULL); 1070 move_apply (tmp, this, 0);
1266 1071
1267 if (was_destroyed (op, tag)) 1072 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1074 }
1272 1075
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1077
1275 if (tmp->above == tmp) 1078 if (tmp->above == tmp)
1276 tmp->above = NULL; 1079 tmp->above = 0;
1277 1080
1278 last = tmp; 1081 last = tmp;
1279 } 1082 }
1280 1083
1281 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1282 if (last == NULL) 1085 if (!last)
1283 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1087 else
1293 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1294 1089
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1297 } 1092 }
1298} 1093}
1299 1094
1300/* 1095/*
1301 * merge_ob(op,top): 1096 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1310{ 1105{
1311 if (!op->nrof) 1106 if (!op->nrof)
1312 return 0; 1107 return 0;
1313 1108
1314 if (top == NULL) 1109 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1316 1112
1317 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1318 { 1114 {
1319 if (top == op) 1115 if (top == op)
1320 continue; 1116 continue;
1321 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1322 { 1119 {
1323 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1324 1121
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1124 op->destroy ();
1328 free_object (op);
1329 return top; 1125 return top;
1330 } 1126 }
1331 } 1127 }
1332 1128
1333 return NULL; 1129 return 0;
1334} 1130}
1335 1131
1336/* 1132/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1339 */ 1135 */
1340object * 1136object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1138{
1343 object *tmp; 1139 object *tmp;
1344 1140
1345 if (op->head) 1141 if (op->head)
1346 op = op->head; 1142 op = op->head;
1372 * Return value: 1168 * Return value:
1373 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1171 * just 'op' otherwise
1376 */ 1172 */
1377
1378object * 1173object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1175{
1381 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1382 sint16 x, y; 1177 sint16 x, y;
1383 1178
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1179 if (QUERY_FLAG (op, FLAG_FREED))
1387 return NULL; 1182 return NULL;
1388 } 1183 }
1389 1184
1390 if (m == NULL) 1185 if (m == NULL)
1391 { 1186 {
1392 dump_object (op); 1187 char *dump = dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1394 return op; 1190 return op;
1395 } 1191 }
1396 1192
1397 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1398 { 1194 {
1399 dump_object (op); 1195 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1401#ifdef MANY_CORES 1197#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1198 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1199 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1200 * improperly inserted.
1405 */ 1201 */
1406 abort (); 1202 abort ();
1407#endif 1203#endif
1204 free (dump);
1408 return op; 1205 return op;
1409 } 1206 }
1410 1207
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 { 1209 {
1413 dump_object (op); 1210 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1415 return op; 1213 return op;
1416 } 1214 }
1417 1215
1418 if (op->more != NULL) 1216 if (op->more)
1419 { 1217 {
1420 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1421 1219
1422 object *more = op->more; 1220 object *more = op->more;
1423 1221
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 { 1238 {
1441 if (!op->head) 1239 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443 1241
1444 return NULL; 1242 return 0;
1445 } 1243 }
1446 } 1244 }
1447 1245
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1247
1457 1255
1458 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1459 */ 1257 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1260 if (object::can_merge (op, tmp))
1463 { 1261 {
1464 op->nrof += tmp->nrof; 1262 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1263 tmp->destroy ();
1466 free_object (tmp);
1467 } 1264 }
1468 1265
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1268
1484 op->below = originator->below; 1281 op->below = originator->below;
1485 1282
1486 if (op->below) 1283 if (op->below)
1487 op->below->above = op; 1284 op->below->above = op;
1488 else 1285 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bottom = op;
1490 1287
1491 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1492 originator->below = op; 1289 originator->below = op;
1493 } 1290 }
1494 else 1291 else
1540 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1339 * stacking is a bit odd.
1543 */ 1340 */
1544 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 { 1343 {
1547 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1346 break;
1550 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1573 1370
1574 if (op->above) 1371 if (op->above)
1575 op->above->below = op; 1372 op->above->below = op;
1576 1373
1577 op->below = NULL; 1374 op->below = NULL;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bottom = op;
1579 } 1376 }
1580 else 1377 else
1581 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1582 op->above = top->above; 1379 op->above = top->above;
1583 1380
1587 op->below = top; 1384 op->below = top;
1588 top->above = op; 1385 top->above = op;
1589 } 1386 }
1590 1387
1591 if (op->above == NULL) 1388 if (op->above == NULL)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1594 1391
1595 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1596 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1597 1394
1598 /* If we have a floor, we know the player, if any, will be above 1395 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1600 */ 1397 */
1601 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1399 if (object *pl = op->ms ().player ())
1603 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1605 1402
1606 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1404 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1405 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1616 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1617 1414
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1620 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1621 /* Don't know if moving this to the end will break anything. However, 1420 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1623 * 1422 *
1624 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1426 * update_object().
1629 1428
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 { 1431 {
1633 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1634 return NULL; 1433 return 0;
1635 1434
1636 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1436 * walk on's.
1638 */ 1437 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1641 return NULL; 1440 return 0;
1642 } 1441 }
1643 1442
1644 return op; 1443 return op;
1645} 1444}
1646 1445
1647/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1650 */ 1449 */
1651void 1450void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1452{
1654 object * 1453 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1454
1659 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1660 1456
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1459 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1460
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1462
1672 tmp1->x = op->x; 1463 tmp1->x = op->x;
1673 tmp1->y = op->y; 1464 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1675} 1466}
1683 */ 1474 */
1684 1475
1685object * 1476object *
1686get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1687{ 1478{
1688 object * 1479 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1481
1693 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1694 { 1483 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1485 return NULL;
1697 } 1486 }
1698 1487
1699 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1700 1489
1701 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1702 { 1491 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1492 else if (!is_removed)
1708 { 1493 {
1709 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 1516
1732object * 1517object *
1733decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1734{ 1519{
1735 object *tmp; 1520 object *tmp;
1736 player *pl;
1737 1521
1738 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1523 return op;
1740 1524
1741 if (i > op->nrof) 1525 if (i > op->nrof)
1742 i = op->nrof; 1526 i = op->nrof;
1743 1527
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1529 op->nrof -= i;
1746 else if (op->env != NULL) 1530 else if (op->env)
1747 { 1531 {
1748 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1749 * therein? 1533 * therein?
1750 */ 1534 */
1751 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1540 * and then searching the map for a player.
1757 */ 1541 */
1758 if (!tmp) 1542 if (!tmp)
1759 { 1543 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1762 break; 1547 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1548 }
1768 1549
1769 if (i < op->nrof) 1550 if (i < op->nrof)
1770 { 1551 {
1771 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1553 op->nrof -= i;
1773 if (tmp) 1554 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1776 }
1777 } 1556 }
1778 else 1557 else
1779 { 1558 {
1780 remove_ob (op); 1559 op->remove ();
1781 op->nrof = 0; 1560 op->nrof = 0;
1782 if (tmp) 1561 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1563 }
1787 } 1564 }
1788 else 1565 else
1789 { 1566 {
1790 object *above = op->above; 1567 object *above = op->above;
1791 1568
1792 if (i < op->nrof) 1569 if (i < op->nrof)
1793 op->nrof -= i; 1570 op->nrof -= i;
1794 else 1571 else
1795 { 1572 {
1796 remove_ob (op); 1573 op->remove ();
1797 op->nrof = 0; 1574 op->nrof = 0;
1798 } 1575 }
1799 1576
1800 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1803 { 1580 {
1804 if (op->nrof) 1581 if (op->nrof)
1805 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1806 else 1583 else
1810 1587
1811 if (op->nrof) 1588 if (op->nrof)
1812 return op; 1589 return op;
1813 else 1590 else
1814 { 1591 {
1815 free_object (op); 1592 op->destroy ();
1816 return NULL; 1593 return 0;
1817 } 1594 }
1818} 1595}
1819 1596
1820/* 1597/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1833 op->carrying += weight; 1610 op->carrying += weight;
1834 op = op->env; 1611 op = op->env;
1835 } 1612 }
1836} 1613}
1837 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1838/* 1635/*
1839 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1840 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1841 * inside the object environment. 1638 * inside the object environment.
1842 * 1639 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1850 */ 1642 */
1851 1643
1852object * 1644object *
1853insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1854{ 1646{
1855 object * 1647 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1648
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1650 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1651
1879 if (op->more) 1652 if (op->more)
1880 { 1653 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1655 return op;
1884 1657
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1660 if (op->nrof)
1888 { 1661 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1891 { 1664 {
1892 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1666 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1897 */ 1670 */
1898 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1901 op = tmp; 1674 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1677 break;
1905 } 1678 }
1906 1679
1907 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1684 * the linking below
1912 */ 1685 */
1913 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1914 } 1687 }
1915 else 1688 else
1916 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1917 1690
1918 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1694 otmp->update_stats ();
1923 }
1924 1695
1925 op->map = NULL; 1696 op->map = 0;
1926 op->env = where; 1697 op->env = this;
1927 op->above = NULL; 1698 op->above = 0;
1928 op->below = NULL; 1699 op->below = 0;
1929 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1930 1701
1931 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1933 { 1704 {
1934#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1708 if (MAP_DARKNESS (map))
1938 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1939 } 1710 }
1940 1711
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1713 * It sure simplifies this function...
1943 */ 1714 */
1944 if (where->inv == NULL) 1715 if (!inv)
1945 where->inv = op; 1716 inv = op;
1946 else 1717 else
1947 { 1718 {
1948 op->below = where->inv; 1719 op->below = inv;
1949 op->below->above = op; 1720 op->below->above = op;
1950 where->inv = op; 1721 inv = op;
1951 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1952 return op; 1726 return op;
1953} 1727}
1954 1728
1955/* 1729/*
1956 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1974 */ 1748 */
1975 1749
1976int 1750int
1977check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1978{ 1752{
1979 object * 1753 object *tmp;
1980 tmp; 1754 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1755 int x = op->x, y = op->y;
1987 1756
1988 MoveType 1757 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1758
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1760 return 0;
1995
1996 tag = op->count;
1997 1761
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1765
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1828 {
2065 move_apply (tmp, op, originator); 1829 move_apply (tmp, op, originator);
2066 1830
2067 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
2068 return 1; 1832 return 1;
2069 1833
2070 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
2084 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2086 */ 1850 */
2087 1851
2088object * 1852object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1853present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1854{
2091 object * 1855 object *
2092 tmp; 1856 tmp;
2093 1857
2094 if (m == NULL || out_of_map (m, x, y)) 1858 if (m == NULL || out_of_map (m, x, y))
2107 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2109 */ 1873 */
2110 1874
2111object * 1875object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1876present (unsigned char type, maptile *m, int x, int y)
2113{ 1877{
2114 object * 1878 object *
2115 tmp; 1879 tmp;
2116 1880
2117 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2155 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1922 * to be unique.
2159 */ 1923 */
2160
2161object * 1924object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1926{
2164 object * 1927 object *tmp;
2165 tmp;
2166 1928
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1931 return tmp;
2171 } 1932
2172 return NULL; 1933 return 0;
2173} 1934}
2174 1935
2175/* 1936/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2179 */ 1940 */
2180
2181object * 1941object *
2182present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2183{ 1943{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1945 if (tmp->arch == at)
2189 return tmp; 1946 return tmp;
1947
2190 return NULL; 1948 return NULL;
2191} 1949}
2192 1950
2193/* 1951/*
2194 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2195 */ 1953 */
2196void 1954void
2197flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2198{ 1956{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1957 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1959 {
2205 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2207 } 1962 }
2208} /* 1963}
1964
1965/*
2209 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2210 */ 1967 */
2211void 1968void
2212unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2213{ 1970{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1971 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1973 {
2220 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2222 } 1976 }
2223} 1977}
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
2230 */ 1984 */
2231
2232void 1985void
2233set_cheat (object *op) 1986set_cheat (object *op)
2234{ 1987{
2235 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 2008 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 2009 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 2010 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 2011 * customized, changed states, etc.
2259 */ 2012 */
2260
2261int 2013int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 2015{
2264 int
2265 i,
2266 index = 0, flag; 2016 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2269 2018
2270 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2271 { 2020 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag) 2022 if (!flag)
2274 altern[index++] = i; 2023 altern [index++] = i;
2275 2024
2276 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2283 */ 2032 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 2034 stop = maxfree[i];
2286 } 2035 }
2036
2287 if (!index) 2037 if (!index)
2288 return -1; 2038 return -1;
2039
2289 return altern[RANDOM () % index]; 2040 return altern[RANDOM () % index];
2290} 2041}
2291 2042
2292/* 2043/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2048 */
2298
2299int 2049int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2051{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2054 return i;
2309 } 2055
2310 return -1; 2056 return -1;
2311} 2057}
2312 2058
2313/* 2059/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2063 */
2317static void 2064static void
2318permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2319{ 2066{
2320 int 2067 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2068 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2069
2331 tmp = arr[i]; 2070 while (--end)
2332 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2072}
2336 2073
2337/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2080 */
2344void 2081void
2345get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2346{ 2083{
2347 int 2084 int i;
2348 i;
2349 2085
2350 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2087 search_arr[i] = i;
2353 }
2354 2088
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2092}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2104 * there is capable of.
2371 */ 2105 */
2372
2373int 2106int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2108{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2379 2110
2380 sint16 nx, ny; 2111 sint16 nx, ny;
2381 object * 2112 object *tmp;
2382 tmp; 2113 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2114
2386 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2387 2116
2388 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2389 { 2118 {
2401 mp = m; 2130 mp = m;
2402 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2404 2133
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2406 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2137 max = maxfree[i];
2409 }
2410 else 2138 else
2411 { 2139 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2413 2143
2414 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2145 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2419 { 2147 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2421 { 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2151 break;
2425 } 2152
2426 }
2427 if (tmp) 2153 if (tmp)
2428 {
2429 return freedir[i]; 2154 return freedir[i];
2430 }
2431 } 2155 }
2432 } 2156 }
2433 } 2157 }
2158
2434 return 0; 2159 return 0;
2435} 2160}
2436 2161
2437/* 2162/*
2438 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2164 * distance between the two given objects.
2440 */ 2165 */
2441
2442int 2166int
2443distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2444{ 2168{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2169 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2170}
2451 2171
2452/* 2172/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2173 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2174 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2456 */ 2176 */
2457
2458int 2177int
2459find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2460{ 2179{
2461 int 2180 int q;
2462 q;
2463 2181
2464 if (y) 2182 if (y)
2465 q = x * 100 / y; 2183 q = x * 100 / y;
2466 else if (x) 2184 else if (x)
2467 q = -300 * x; 2185 q = -300 * x;
2502int 2220int
2503absdir (int d) 2221absdir (int d)
2504{ 2222{
2505 while (d < 1) 2223 while (d < 1)
2506 d += 8; 2224 d += 8;
2225
2507 while (d > 8) 2226 while (d > 8)
2508 d -= 8; 2227 d -= 8;
2228
2509 return d; 2229 return d;
2510} 2230}
2511 2231
2512/* 2232/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2235 */
2516 2236
2517int 2237int
2518dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2519{ 2239{
2520 int 2240 int d;
2521 d;
2522 2241
2523 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2524 if (d > 4) 2243 if (d > 4)
2525 d = 8 - d; 2244 d = 8 - d;
2245
2526 return d; 2246 return d;
2527} 2247}
2528 2248
2529/* peterm: 2249/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2256 * functions.
2537 */ 2257 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2313 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2597 */ 2315 */
2598
2599
2600int 2316int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2318{
2603 sint16 dx, dy; 2319 sint16 dx, dy;
2604 int
2605 mflags; 2320 int mflags;
2606 2321
2607 if (dir < 0) 2322 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2609 2324
2610 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2623 return 0; 2338 return 0;
2624 2339
2625 /* yes, can see. */ 2340 /* yes, can see. */
2626 if (dir < 9) 2341 if (dir < 9)
2627 return 1; 2342 return 1;
2343
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2347}
2631
2632
2633 2348
2634/* 2349/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2366}
2652 2367
2653
2654/* 2368/*
2655 * create clone from object to another 2369 * create clone from object to another
2656 */ 2370 */
2657object * 2371object *
2658object_create_clone (object *asrc) 2372object_create_clone (object *asrc)
2659{ 2373{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2374 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2375
2663 if (!asrc) 2376 if (!asrc)
2664 return NULL; 2377 return 0;
2378
2665 src = asrc; 2379 src = asrc;
2666 if (src->head) 2380 if (src->head)
2667 src = src->head; 2381 src = src->head;
2668 2382
2669 prev = NULL; 2383 prev = 0;
2670 for (part = src; part; part = part->more) 2384 for (part = src; part; part = part->more)
2671 { 2385 {
2672 tmp = get_object (); 2386 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2387 tmp->x -= src->x;
2675 tmp->y -= src->y; 2388 tmp->y -= src->y;
2389
2676 if (!part->head) 2390 if (!part->head)
2677 { 2391 {
2678 dst = tmp; 2392 dst = tmp;
2679 tmp->head = NULL; 2393 tmp->head = 0;
2680 } 2394 }
2681 else 2395 else
2682 {
2683 tmp->head = dst; 2396 tmp->head = dst;
2684 } 2397
2685 tmp->more = NULL; 2398 tmp->more = 0;
2399
2686 if (prev) 2400 if (prev)
2687 prev->more = tmp; 2401 prev->more = tmp;
2402
2688 prev = tmp; 2403 prev = tmp;
2689 } 2404 }
2690 2405
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2406 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2407 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2408
2697 return dst; 2409 return dst;
2698} 2410}
2699 2411
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */ 2412/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */ 2413/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */ 2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */ 2415/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */ 2416/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2720
2721object * 2418object *
2722load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2723{ 2420{
2724 object * 2421 object *op;
2725 op;
2726 char
2727 filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2728 2423
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730 2425
2731 FILE *
2732 tempfile = fopen (filename, "w"); 2426 FILE *tempfile = fopen (filename, "w");
2733 2427
2734 if (tempfile == NULL) 2428 if (tempfile == NULL)
2735 { 2429 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n"); 2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL; 2431 return NULL;
2738 } 2432 }
2739 2433
2740 fprintf (tempfile, obstr); 2434 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2435 fclose (tempfile);
2742 2436
2743 op = get_object (); 2437 op = object::create ();
2744 2438
2745 object_thawer thawer (filename); 2439 object_thawer thawer (filename);
2746 2440
2747 if (thawer) 2441 if (thawer)
2748 load_object (thawer, op, 0); 2442 load_object (thawer, op, 0);
2758 * returns NULL if no match. 2452 * returns NULL if no match.
2759 */ 2453 */
2760object * 2454object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2456{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2459 return tmp;
2769 2460
2770 return NULL; 2461 return 0;
2771} 2462}
2772 2463
2773/* If ob has a field named key, return the link from the list, 2464/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL. 2465 * otherwise return NULL.
2775 * 2466 *
2777 * do the desired thing. 2468 * do the desired thing.
2778 */ 2469 */
2779key_value * 2470key_value *
2780get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2781{ 2472{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2474 if (link->key == key)
2788 {
2789 return link; 2475 return link;
2790 }
2791 }
2792 2476
2793 return NULL; 2477 return 0;
2794} 2478}
2795 2479
2796/* 2480/*
2797 * Returns the value of op has an extra_field for key, or NULL. 2481 * Returns the value of op has an extra_field for key, or NULL.
2798 * 2482 *
2838 * Returns TRUE on success. 2522 * Returns TRUE on success.
2839 */ 2523 */
2840int 2524int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2526{
2843 key_value *
2844 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2845 2528
2846 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2530 {
2848 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2849 { 2532 {
2877 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2878 2561
2879 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2880 2563
2881 if (!add_key) 2564 if (!add_key)
2882 {
2883 return FALSE; 2565 return FALSE;
2884 } 2566
2885 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2889 * should pass in "" 2571 * should pass in ""

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