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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 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
923 744object *object::first;
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942}
943 745
944object::object () 746object::object ()
945{ 747{
946 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
947 749
948 expmul = 1.0; 750 expmul = 1.0;
949 face = blank_face; 751 face = blank_face;
950 attacked_by_count = -1;
951} 752}
952 753
953object::~object () 754object::~object ()
954{ 755{
955 free_key_values (this); 756 free_key_values (this);
959{ 760{
960 count = ++ob_count; 761 count = ++ob_count;
961 uuid = gen_uuid (); 762 uuid = gen_uuid ();
962 763
963 prev = 0; 764 prev = 0;
964 next = objects; 765 next = object::first;
965 766
966 if (objects) 767 if (object::first)
967 objects->prev = this; 768 object::first->prev = this;
968 769
969 objects = this; 770 object::first = this;
970} 771}
971 772
972void object::unlink () 773void object::unlink ()
973{ 774{
974 //count = 0;//D
975 if (!prev && !next) return;//D
976
977 if (this == objects) 775 if (this == object::first)
978 objects = next; 776 object::first = next;
979 777
980 /* Remove this object from the list of used objects */ 778 /* Remove this object from the list of used objects */
981 if (prev) prev->next = next; 779 if (prev) prev->next = next;
982 if (next) next->prev = prev; 780 if (next) next->prev = prev;
983 781
997 * 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
998 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
1000 * this function to succeed. 798 * this function to succeed.
1001 * 799 *
1002 * 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
1003 * inventory to the ground. 801 * inventory to the ground.
1004 */ 802 */
1005void object::free (bool free_inventory) 803void
804object::do_destroy ()
1006{ 805{
1007 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])
1008 return; 818 return;
1009 819
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
1011 remove_friendly_object (this);
1012 821
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 // hack to ensure that freed objects still have a valid map
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 { 823 {
1020 more->free (free_inventory); 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
1021 more = 0;
1022 }
1023 825
1024 if (inv) 826 if (!freed_map)
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 { 827 {
1032 object *op = inv; 828 freed_map = new maptile;
1033 829
1034 while (op) 830 freed_map->name = "/internal/freed_objects_map";
1035 { 831 freed_map->width = 3;
1036 object *tmp = op->below; 832 freed_map->height = 3;
1037 op->free (free_inventory); 833
1038 op = tmp; 834 freed_map->allocate ();
1039 }
1040 } 835 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044 836
1045 while (op) 837 map = freed_map;
1046 { 838 x = 1;
1047 object *tmp = op->below; 839 y = 1;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 } 840 }
1065 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
1066 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;
1067 853
1068 /* Remove object from the active list */ 854 /* Remove object from the active list */
1069 speed = 0; 855 speed = 0;
1070 update_ob_speed (this); 856 update_ob_speed (this);
1071 857
1072 unlink (); 858 unlink ();
859}
1073 860
1074 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 ();
1075} 923}
1076 924
1077/* 925/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1079 * 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)).
1080 */ 928 */
1081
1082void 929void
1083sub_weight (object *op, signed long weight) 930sub_weight (object *op, signed long weight)
1084{ 931{
1085 while (op != NULL) 932 while (op != NULL)
1086 { 933 {
1087 if (op->type == CONTAINER) 934 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 936
1091 op->carrying -= weight; 937 op->carrying -= weight;
1092 op = op->env; 938 op = op->env;
1093 } 939 }
1094} 940}
1095 941
1096/* remove_ob(op): 942/* op->remove ():
1097 * 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
1098 * 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
1099 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 947 * the previous environment.
1102 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1103 */ 949 */
1104
1105void 950void
1106remove_ob (object *op) 951object::remove ()
1107{ 952{
953 object *tmp, *last = 0;
1108 object * 954 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 955
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 957 return;
1127 958
1128 SET_FLAG (op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1129 961
1130 if (op->more != NULL) 962 if (more)
1131 remove_ob (op->more); 963 more->remove ();
1132 964
1133 /* 965 /*
1134 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1135 * inventory. 967 * inventory.
1136 */ 968 */
1137 if (op->env != NULL) 969 if (env)
1138 { 970 {
1139 if (op->nrof) 971 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 972 sub_weight (env, weight * nrof);
1141 else 973 else
1142 sub_weight (op->env, op->weight + op->carrying); 974 sub_weight (env, weight + carrying);
1143 975
1144 /* 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
1145 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 978 * to save cpu time.
1147 */ 979 */
1148 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))
1149 fix_player (otmp); 981 otmp->update_stats ();
1150 982
1151 if (op->above != NULL) 983 if (above != NULL)
1152 op->above->below = op->below; 984 above->below = below;
1153 else 985 else
1154 op->env->inv = op->below; 986 env->inv = below;
1155 987
1156 if (op->below != NULL) 988 if (below != NULL)
1157 op->below->above = op->above; 989 below->above = above;
1158 990
1159 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1160 * 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
1161 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
1162 */ 994 */
1163 op->x = op->env->x, op->y = op->env->y; 995 x = env->x, y = env->y;
1164 op->map = op->env->map; 996 map = env->map;
1165 op->above = NULL, op->below = NULL; 997 above = 0, below = 0;
1166 op->env = NULL; 998 env = 0;
1167 } 999 }
1168 else if (op->map) 1000 else if (map)
1169 { 1001 {
1170 x = op->x;
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 }
1184
1185 if (op->map != m)
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* 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
1190 * lots of logic for things we no longer care about 1003 * lots of logic for things we no longer care about
1191 */ 1004 */
1192 1005
1193 /* link the object above us */ 1006 /* link the object above us */
1194 if (op->above) 1007 if (above)
1195 op->above->below = op->below; 1008 above->below = below;
1196 else 1009 else
1197 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 */
1198 1011
1199 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1200 if (op->below) 1013 if (below)
1201 op->below->above = op->above; 1014 below->above = above;
1202 else 1015 else
1203 { 1016 {
1204 /* 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
1205 * use translated coordinates in case some oddness with map tiling is 1018 * use translated coordinates in case some oddness with map tiling is
1206 * evident 1019 * evident
1207 */ 1020 */
1208 if (GET_MAP_OB (m, x, y) != op) 1021 if (GET_MAP_OB (map, x, y) != this)
1209 { 1022 {
1210 dump_object (op); 1023 char *dump = dump_object (this);
1211 LOG (llevError, 1024 LOG (llevError,
1212 "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);
1213 dump_object (GET_MAP_OB (m, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1214 LOG (llevError, "%s\n", errmsg); 1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1215 } 1030 }
1216 1031
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1032 map->at (x, y).bottom = above; /* goes on above it. */
1218 } 1033 }
1219 1034
1220 op->above = 0; 1035 above = 0;
1221 op->below = 0; 1036 below = 0;
1222 1037
1223 if (op->map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1224 return; 1039 return;
1225 1040
1226 tag = op->count; 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1042
1229 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)
1230 { 1044 {
1231 /* 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
1232 * being removed. 1046 * being removed.
1233 */ 1047 */
1234 1048
1235 if (tmp->type == PLAYER && tmp != op) 1049 if (tmp->type == PLAYER && tmp != this)
1236 { 1050 {
1237 /* If a container that the player is currently using somehow gets 1051 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1239 * appropriately. 1053 * appropriately.
1240 */ 1054 */
1241 if (tmp->container == op) 1055 if (tmp->container == this)
1242 { 1056 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1058 tmp->container = 0;
1245 } 1059 }
1246 1060
1247 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1248 } 1063 }
1249 1064
1250 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1251 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))
1252 { 1069 {
1253 move_apply (tmp, op, NULL); 1070 move_apply (tmp, this, 0);
1254 1071
1255 if (was_destroyed (op, tag)) 1072 if (destroyed ())
1256 {
1257 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 ());
1258 }
1259 } 1074 }
1260 1075
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1077
1263 if (tmp->above == tmp) 1078 if (tmp->above == tmp)
1264 tmp->above = NULL; 1079 tmp->above = 0;
1265 1080
1266 last = tmp; 1081 last = tmp;
1267 } 1082 }
1268 1083
1269 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1270 if (last == NULL) 1085 if (!last)
1271 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1087 else
1281 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1282 1089
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1285 } 1092 }
1286} 1093}
1287 1094
1288/* 1095/*
1289 * merge_ob(op,top): 1096 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1298{ 1105{
1299 if (!op->nrof) 1106 if (!op->nrof)
1300 return 0; 1107 return 0;
1301 1108
1302 if (top == NULL) 1109 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1304 1112
1305 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1306 { 1114 {
1307 if (top == op) 1115 if (top == op)
1308 continue; 1116 continue;
1309 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1310 { 1119 {
1311 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1312 1121
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1124 op->destroy ();
1316 free_object (op);
1317 return top; 1125 return top;
1318 } 1126 }
1319 } 1127 }
1320 1128
1321 return NULL; 1129 return 0;
1322} 1130}
1323 1131
1324/* 1132/*
1325 * 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
1326 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1327 */ 1135 */
1328object * 1136object *
1329insert_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)
1330{ 1138{
1331 object *tmp; 1139 object *tmp;
1332 1140
1333 if (op->head) 1141 if (op->head)
1334 op = op->head; 1142 op = op->head;
1360 * Return value: 1168 * Return value:
1361 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1171 * just 'op' otherwise
1364 */ 1172 */
1365
1366object * 1173object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1175{
1369 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1370 sint16 x, y; 1177 sint16 x, y;
1371 1178
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1179 if (QUERY_FLAG (op, FLAG_FREED))
1375 return NULL; 1182 return NULL;
1376 } 1183 }
1377 1184
1378 if (m == NULL) 1185 if (m == NULL)
1379 { 1186 {
1380 dump_object (op); 1187 char *dump = dump_object (op);
1381 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);
1382 return op; 1190 return op;
1383 } 1191 }
1384 1192
1385 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1386 { 1194 {
1387 dump_object (op); 1195 char *dump = dump_object (op);
1388 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);
1389#ifdef MANY_CORES 1197#ifdef MANY_CORES
1390 /* 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
1391 * 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
1392 * improperly inserted. 1200 * improperly inserted.
1393 */ 1201 */
1394 abort (); 1202 abort ();
1395#endif 1203#endif
1204 free (dump);
1396 return op; 1205 return op;
1397 } 1206 }
1398 1207
1399 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1209 {
1401 dump_object (op); 1210 char *dump = dump_object (op);
1402 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);
1403 return op; 1213 return op;
1404 } 1214 }
1405 1215
1406 if (op->more != NULL) 1216 if (op->more)
1407 { 1217 {
1408 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1409 1219
1410 object *more = op->more; 1220 object *more = op->more;
1411 1221
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 { 1238 {
1429 if (!op->head) 1239 if (!op->head)
1430 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");
1431 1241
1432 return NULL; 1242 return 0;
1433 } 1243 }
1434 } 1244 }
1435 1245
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1247
1445 1255
1446 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1447 */ 1257 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1449 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)
1450 if (CAN_MERGE (op, tmp)) 1260 if (object::can_merge (op, tmp))
1451 { 1261 {
1452 op->nrof += tmp->nrof; 1262 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1263 tmp->destroy ();
1454 free_object (tmp);
1455 } 1264 }
1456 1265
1457 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 */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1268
1472 op->below = originator->below; 1281 op->below = originator->below;
1473 1282
1474 if (op->below) 1283 if (op->below)
1475 op->below->above = op; 1284 op->below->above = op;
1476 else 1285 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bottom = op;
1478 1287
1479 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1480 originator->below = op; 1289 originator->below = op;
1481 } 1290 }
1482 else 1291 else
1528 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1339 * stacking is a bit odd.
1531 */ 1340 */
1532 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1533 (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))
1534 { 1343 {
1535 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1346 break;
1538 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1561 1370
1562 if (op->above) 1371 if (op->above)
1563 op->above->below = op; 1372 op->above->below = op;
1564 1373
1565 op->below = NULL; 1374 op->below = NULL;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bottom = op;
1567 } 1376 }
1568 else 1377 else
1569 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1570 op->above = top->above; 1379 op->above = top->above;
1571 1380
1575 op->below = top; 1384 op->below = top;
1576 top->above = op; 1385 top->above = op;
1577 } 1386 }
1578 1387
1579 if (op->above == NULL) 1388 if (op->above == NULL)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1582 1391
1583 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1584 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1585 1394
1586 /* 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
1587 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1588 */ 1397 */
1589 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1590 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 ())
1591 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1593 1402
1594 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1595 * 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
1596 * 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
1597 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1604 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1605 1414
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1608 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1609 /* 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,
1610 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1611 * 1422 *
1612 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1426 * update_object().
1617 1428
1618 /* 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 */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1431 {
1621 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1622 return NULL; 1433 return 0;
1623 1434
1624 /* 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
1625 * walk on's. 1436 * walk on's.
1626 */ 1437 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1629 return NULL; 1440 return 0;
1630 } 1441 }
1631 1442
1632 return op; 1443 return op;
1633} 1444}
1634 1445
1635/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1636 * 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.
1637 * 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.
1638 */ 1449 */
1639void 1450void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1452{
1642 object * 1453 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1454
1647 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1648 1456
1649 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)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1459 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1460
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1462
1660 tmp1->x = op->x; 1463 tmp1->x = op->x;
1661 tmp1->y = op->y; 1464 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1663} 1466}
1671 */ 1474 */
1672 1475
1673object * 1476object *
1674get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1675{ 1478{
1676 object * 1479 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1481
1681 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1682 { 1483 {
1683 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);
1684 return NULL; 1485 return NULL;
1685 } 1486 }
1686 1487
1687 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1688 1489
1689 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1690 { 1491 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1492 else if (!is_removed)
1696 { 1493 {
1697 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 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)
1719 1516
1720object * 1517object *
1721decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1722{ 1519{
1723 object *tmp; 1520 object *tmp;
1724 player *pl;
1725 1521
1726 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1523 return op;
1728 1524
1729 if (i > op->nrof) 1525 if (i > op->nrof)
1730 i = op->nrof; 1526 i = op->nrof;
1731 1527
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1529 op->nrof -= i;
1734 else if (op->env != NULL) 1530 else if (op->env)
1735 { 1531 {
1736 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1737 * therein? 1533 * therein?
1738 */ 1534 */
1739 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1540 * and then searching the map for a player.
1745 */ 1541 */
1746 if (!tmp) 1542 if (!tmp)
1747 { 1543 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1750 break; 1547 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1548 }
1756 1549
1757 if (i < op->nrof) 1550 if (i < op->nrof)
1758 { 1551 {
1759 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1553 op->nrof -= i;
1761 if (tmp) 1554 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1764 }
1765 } 1556 }
1766 else 1557 else
1767 { 1558 {
1768 remove_ob (op); 1559 op->remove ();
1769 op->nrof = 0; 1560 op->nrof = 0;
1770 if (tmp) 1561 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1563 }
1775 } 1564 }
1776 else 1565 else
1777 { 1566 {
1778 object *above = op->above; 1567 object *above = op->above;
1779 1568
1780 if (i < op->nrof) 1569 if (i < op->nrof)
1781 op->nrof -= i; 1570 op->nrof -= i;
1782 else 1571 else
1783 { 1572 {
1784 remove_ob (op); 1573 op->remove ();
1785 op->nrof = 0; 1574 op->nrof = 0;
1786 } 1575 }
1787 1576
1788 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1791 { 1580 {
1792 if (op->nrof) 1581 if (op->nrof)
1793 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1794 else 1583 else
1798 1587
1799 if (op->nrof) 1588 if (op->nrof)
1800 return op; 1589 return op;
1801 else 1590 else
1802 { 1591 {
1803 free_object (op); 1592 op->destroy ();
1804 return NULL; 1593 return 0;
1805 } 1594 }
1806} 1595}
1807 1596
1808/* 1597/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1821 op->carrying += weight; 1610 op->carrying += weight;
1822 op = op->env; 1611 op = op->env;
1823 } 1612 }
1824} 1613}
1825 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
1826/* 1635/*
1827 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1828 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1829 * inside the object environment. 1638 * inside the object environment.
1830 * 1639 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * 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
1837 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1838 */ 1642 */
1839 1643
1840object * 1644object *
1841insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1842{ 1646{
1843 object * 1647 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1648
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1650 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1651
1867 if (op->more) 1652 if (op->more)
1868 { 1653 {
1869 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);
1870 return op; 1655 return op;
1872 1657
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1660 if (op->nrof)
1876 { 1661 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1879 { 1664 {
1880 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1666 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1885 */ 1670 */
1886 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1889 op = tmp; 1674 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1677 break;
1893 } 1678 }
1894 1679
1895 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1898 * 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
1899 * the linking below 1684 * the linking below
1900 */ 1685 */
1901 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1902 } 1687 }
1903 else 1688 else
1904 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1905 1690
1906 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1694 otmp->update_stats ();
1911 }
1912 1695
1913 op->map = NULL; 1696 op->map = 0;
1914 op->env = where; 1697 op->env = this;
1915 op->above = NULL; 1698 op->above = 0;
1916 op->below = NULL; 1699 op->below = 0;
1917 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1918 1701
1919 /* 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 */
1920 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1921 { 1704 {
1922#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1923 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);
1924#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1708 if (MAP_DARKNESS (map))
1926 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1927 } 1710 }
1928 1711
1929 /* 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.
1930 * It sure simplifies this function... 1713 * It sure simplifies this function...
1931 */ 1714 */
1932 if (where->inv == NULL) 1715 if (!inv)
1933 where->inv = op; 1716 inv = op;
1934 else 1717 else
1935 { 1718 {
1936 op->below = where->inv; 1719 op->below = inv;
1937 op->below->above = op; 1720 op->below->above = op;
1938 where->inv = op; 1721 inv = op;
1939 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1940 return op; 1726 return op;
1941} 1727}
1942 1728
1943/* 1729/*
1944 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1962 */ 1748 */
1963 1749
1964int 1750int
1965check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1966{ 1752{
1967 object * 1753 object *tmp;
1968 tmp; 1754 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1755 int x = op->x, y = op->y;
1975 1756
1976 MoveType 1757 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1758
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1760 return 0;
1983
1984 tag = op->count;
1985 1761
1986 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);
1987 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);
1988 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);
1989 1765
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((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))
2052 { 1828 {
2053 move_apply (tmp, op, originator); 1829 move_apply (tmp, op, originator);
2054 1830
2055 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
2056 return 1; 1832 return 1;
2057 1833
2058 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
2072 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2074 */ 1850 */
2075 1851
2076object * 1852object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1853present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1854{
2079 object * 1855 object *
2080 tmp; 1856 tmp;
2081 1857
2082 if (m == NULL || out_of_map (m, x, y)) 1858 if (m == NULL || out_of_map (m, x, y))
2095 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2097 */ 1873 */
2098 1874
2099object * 1875object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1876present (unsigned char type, maptile *m, int x, int y)
2101{ 1877{
2102 object * 1878 object *
2103 tmp; 1879 tmp;
2104 1880
2105 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2143 * 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
2144 * 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
2145 * 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
2146 * to be unique. 1922 * to be unique.
2147 */ 1923 */
2148
2149object * 1924object *
2150present_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)
2151{ 1926{
2152 object * 1927 object *tmp;
2153 tmp;
2154 1928
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1931 return tmp;
2159 } 1932
2160 return NULL; 1933 return 0;
2161} 1934}
2162 1935
2163/* 1936/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2167 */ 1940 */
2168
2169object * 1941object *
2170present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2171{ 1943{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1945 if (tmp->arch == at)
2177 return tmp; 1946 return tmp;
1947
2178 return NULL; 1948 return NULL;
2179} 1949}
2180 1950
2181/* 1951/*
2182 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2183 */ 1953 */
2184void 1954void
2185flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2186{ 1956{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1957 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1959 {
2193 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2195 } 1962 }
2196} /* 1963}
1964
1965/*
2197 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2198 */ 1967 */
2199void 1968void
2200unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2201{ 1970{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1971 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1973 {
2208 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2210 } 1976 }
2211} 1977}
2214 * 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
2215 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2216 * 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
2217 * 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.
2218 */ 1984 */
2219
2220void 1985void
2221set_cheat (object *op) 1986set_cheat (object *op)
2222{ 1987{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2243 * 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
2244 * 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
2245 * 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
2246 * customized, changed states, etc. 2011 * customized, changed states, etc.
2247 */ 2012 */
2248
2249int 2013int
2250find_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)
2251{ 2015{
2252 int
2253 i,
2254 index = 0, flag; 2016 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2257 2018
2258 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2259 { 2020 {
2260 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]);
2261 if (!flag) 2022 if (!flag)
2262 altern[index++] = i; 2023 altern [index++] = i;
2263 2024
2264 /* 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.
2265 * 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.
2266 * 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 -
2267 * 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
2268 * 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
2269 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2271 */ 2032 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2034 stop = maxfree[i];
2274 } 2035 }
2036
2275 if (!index) 2037 if (!index)
2276 return -1; 2038 return -1;
2039
2277 return altern[RANDOM () % index]; 2040 return altern[RANDOM () % index];
2278} 2041}
2279 2042
2280/* 2043/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2283 * 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.
2284 * 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.
2285 */ 2048 */
2286
2287int 2049int
2288find_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)
2289{ 2051{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 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]))
2296 return i; 2054 return i;
2297 } 2055
2298 return -1; 2056 return -1;
2299} 2057}
2300 2058
2301/* 2059/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2063 */
2305static void 2064static void
2306permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2307{ 2066{
2308 int 2067 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2068 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2069
2319 tmp = arr[i]; 2070 while (--end)
2320 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2072}
2324 2073
2325/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2327 * 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
2330 * 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.
2331 */ 2080 */
2332void 2081void
2333get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2334{ 2083{
2335 int 2084 int i;
2336 i;
2337 2085
2338 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2087 search_arr[i] = i;
2341 }
2342 2088
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2092}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * 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
2357 * 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
2358 * there is capable of. 2104 * there is capable of.
2359 */ 2105 */
2360
2361int 2106int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2108{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2367 2110
2368 sint16 nx, ny; 2111 sint16 nx, ny;
2369 object * 2112 object *tmp;
2370 tmp; 2113 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2114
2374 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2375 2116
2376 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2377 { 2118 {
2389 mp = m; 2130 mp = m;
2390 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2392 2133
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2394 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2137 max = maxfree[i];
2397 }
2398 else 2138 else
2399 { 2139 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2401 2143
2402 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2145 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2407 { 2147 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2409 { 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2151 break;
2413 } 2152
2414 }
2415 if (tmp) 2153 if (tmp)
2416 {
2417 return freedir[i]; 2154 return freedir[i];
2418 }
2419 } 2155 }
2420 } 2156 }
2421 } 2157 }
2158
2422 return 0; 2159 return 0;
2423} 2160}
2424 2161
2425/* 2162/*
2426 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2164 * distance between the two given objects.
2428 */ 2165 */
2429
2430int 2166int
2431distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2432{ 2168{
2433 int
2434 i;
2435
2436 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);
2437 return i;
2438} 2170}
2439 2171
2440/* 2172/*
2441 * 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
2442 * 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
2443 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2444 */ 2176 */
2445
2446int 2177int
2447find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2448{ 2179{
2449 int 2180 int q;
2450 q;
2451 2181
2452 if (y) 2182 if (y)
2453 q = x * 100 / y; 2183 q = x * 100 / y;
2454 else if (x) 2184 else if (x)
2455 q = -300 * x; 2185 q = -300 * x;
2490int 2220int
2491absdir (int d) 2221absdir (int d)
2492{ 2222{
2493 while (d < 1) 2223 while (d < 1)
2494 d += 8; 2224 d += 8;
2225
2495 while (d > 8) 2226 while (d > 8)
2496 d -= 8; 2227 d -= 8;
2228
2497 return d; 2229 return d;
2498} 2230}
2499 2231
2500/* 2232/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2503 */ 2235 */
2504 2236
2505int 2237int
2506dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2507{ 2239{
2508 int 2240 int d;
2509 d;
2510 2241
2511 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2512 if (d > 4) 2243 if (d > 4)
2513 d = 8 - d; 2244 d = 8 - d;
2245
2514 return d; 2246 return d;
2515} 2247}
2516 2248
2517/* peterm: 2249/* peterm:
2518 * 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.
2521 * 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
2522 * 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.
2523 * 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
2524 * functions. 2256 * functions.
2525 */ 2257 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2313 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2585 */ 2315 */
2586
2587
2588int 2316int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2318{
2591 sint16 dx, dy; 2319 sint16 dx, dy;
2592 int
2593 mflags; 2320 int mflags;
2594 2321
2595 if (dir < 0) 2322 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2597 2324
2598 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2611 return 0; 2338 return 0;
2612 2339
2613 /* yes, can see. */ 2340 /* yes, can see. */
2614 if (dir < 9) 2341 if (dir < 9)
2615 return 1; 2342 return 1;
2343
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 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]);
2618} 2347}
2619
2620
2621 2348
2622/* 2349/*
2623 * 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
2624 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !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));
2639} 2366}
2640 2367
2641
2642/* 2368/*
2643 * create clone from object to another 2369 * create clone from object to another
2644 */ 2370 */
2645object * 2371object *
2646object_create_clone (object *asrc) 2372object_create_clone (object *asrc)
2647{ 2373{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2374 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2375
2651 if (!asrc) 2376 if (!asrc)
2652 return NULL; 2377 return 0;
2378
2653 src = asrc; 2379 src = asrc;
2654 if (src->head) 2380 if (src->head)
2655 src = src->head; 2381 src = src->head;
2656 2382
2657 prev = NULL; 2383 prev = 0;
2658 for (part = src; part; part = part->more) 2384 for (part = src; part; part = part->more)
2659 { 2385 {
2660 tmp = get_object (); 2386 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2387 tmp->x -= src->x;
2663 tmp->y -= src->y; 2388 tmp->y -= src->y;
2389
2664 if (!part->head) 2390 if (!part->head)
2665 { 2391 {
2666 dst = tmp; 2392 dst = tmp;
2667 tmp->head = NULL; 2393 tmp->head = 0;
2668 } 2394 }
2669 else 2395 else
2670 {
2671 tmp->head = dst; 2396 tmp->head = dst;
2672 } 2397
2673 tmp->more = NULL; 2398 tmp->more = 0;
2399
2674 if (prev) 2400 if (prev)
2675 prev->more = tmp; 2401 prev->more = tmp;
2402
2676 prev = tmp; 2403 prev = tmp;
2677 } 2404 }
2678 2405
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2406 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2407 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2408
2685 return dst; 2409 return dst;
2686} 2410}
2687 2411
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */ 2412/* GROS - Creates an object using a string representing its content. */
2698
2699/* 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 */
2700
2701/* 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, */
2702
2703/* 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. */
2704
2705/* 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. */
2706
2707/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2708
2709object * 2418object *
2710load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2711{ 2420{
2712 object * 2421 object *op;
2713 op;
2714 char
2715 filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2716 2423
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718 2425
2719 FILE *
2720 tempfile = fopen (filename, "w"); 2426 FILE *tempfile = fopen (filename, "w");
2721 2427
2722 if (tempfile == NULL) 2428 if (tempfile == NULL)
2723 { 2429 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n"); 2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL; 2431 return NULL;
2726 } 2432 }
2727 2433
2728 fprintf (tempfile, obstr); 2434 fprintf (tempfile, obstr);
2729 fclose (tempfile); 2435 fclose (tempfile);
2730 2436
2731 op = get_object (); 2437 op = object::create ();
2732 2438
2733 object_thawer thawer (filename); 2439 object_thawer thawer (filename);
2734 2440
2735 if (thawer) 2441 if (thawer)
2736 load_object (thawer, op, 0); 2442 load_object (thawer, op, 0);
2746 * returns NULL if no match. 2452 * returns NULL if no match.
2747 */ 2453 */
2748object * 2454object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2456{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2459 return tmp;
2757 2460
2758 return NULL; 2461 return 0;
2759} 2462}
2760 2463
2761/* 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,
2762 * otherwise return NULL. 2465 * otherwise return NULL.
2763 * 2466 *
2765 * do the desired thing. 2468 * do the desired thing.
2766 */ 2469 */
2767key_value * 2470key_value *
2768get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2769{ 2472{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2474 if (link->key == key)
2776 {
2777 return link; 2475 return link;
2778 }
2779 }
2780 2476
2781 return NULL; 2477 return 0;
2782} 2478}
2783 2479
2784/* 2480/*
2785 * 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.
2786 * 2482 *
2826 * Returns TRUE on success. 2522 * Returns TRUE on success.
2827 */ 2523 */
2828int 2524int
2829set_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)
2830{ 2526{
2831 key_value *
2832 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2833 2528
2834 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2530 {
2836 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2837 { 2532 {
2865 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2866 2561
2867 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2868 2563
2869 if (!add_key) 2564 if (!add_key)
2870 {
2871 return FALSE; 2565 return FALSE;
2872 } 2566
2873 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2877 * should pass in "" 2571 * should pass in ""

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