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Comparing deliantra/server/common/object.C (file contents):
Revision 1.56 by root, Sun Dec 3 02:04:57 2006 UTC vs.
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
555 487
556 if (is_freed) 488 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
558 if (is_removed) 491 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
560 493
561 if (op2->speed < 0) 494 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 496
564 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
565 if (op2->key_values) 498 if (key_values)
566 { 499 {
567 key_value *tail = 0; 500 key_value *tail = 0;
568 key_value *i; 501 key_value *i;
569 502
570 op->key_values = 0; 503 dst->key_values = 0;
571 504
572 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
573 { 506 {
574 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
575 508
576 new_link->next = 0; 509 new_link->next = 0;
577 new_link->key = i->key; 510 new_link->key = i->key;
578 new_link->value = i->value; 511 new_link->value = i->value;
579 512
580 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
581 if (!op->key_values) 514 if (!dst->key_values)
582 { 515 {
583 op->key_values = new_link; 516 dst->key_values = new_link;
584 tail = new_link; 517 tail = new_link;
585 } 518 }
586 else 519 else
587 { 520 {
588 tail->next = new_link; 521 tail->next = new_link;
589 tail = new_link; 522 tail = new_link;
590 } 523 }
591 } 524 }
592 } 525 }
593 526
594 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;
595} 536}
596 537
597/* 538/*
598 * 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
599 * 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
707 op->active_next = NULL; 648 op->active_next = NULL;
708 op->active_prev = NULL; 649 op->active_prev = NULL;
709} 650}
710 651
711/* 652/*
712 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
714 * 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
715 * invisible object, etc...) 656 * invisible object, etc...)
716 * 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
717 * 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
718 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
719 * 660 *
720 * 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.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 662 * current action are:
726 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
728 * 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
729 * 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.
730 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
731 */ 668 */
732
733void 669void
734update_object (object *op, int action) 670update_object (object *op, int action)
735{ 671{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
738 673
739 if (op == NULL) 674 if (op == NULL)
740 { 675 {
741 /* this should never happen */ 676 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 678 return;
744 } 679 }
745 680
746 if (op->env != NULL) 681 if (op->env)
747 { 682 {
748 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
749 * to do in this case. 684 * to do in this case.
750 */ 685 */
751 return; 686 return;
765 abort (); 700 abort ();
766#endif 701#endif
767 return; 702 return;
768 } 703 }
769 704
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
777 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
778 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 722 * to have move_allow right now.
802 */ 723 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 726 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 727 }
809 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 730 * that is being removed.
812 */ 731 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
817 else 736 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 738
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 739 if (op->more)
827 update_object (op->more, action); 740 update_object (op->more, action);
828} 741}
829 742
830object::vector object::mortals;
831object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
832object *object::first; 744object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853 745
854object::object () 746object::object ()
855{ 747{
856 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
857 749
906 * this function to succeed. 798 * this function to succeed.
907 * 799 *
908 * If destroy_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
909 * inventory to the ground. 801 * inventory to the ground.
910 */ 802 */
911void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
912{ 805{
913 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])
914 return; 818 return;
915 819
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923 821
924 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
925 { 823 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 825
939 map = freed_map; 837 map = freed_map;
940 x = 1; 838 x = 1;
941 y = 1; 839 y = 1;
942 } 840 }
943 841
944 if (more)
945 {
946 more->destroy (destroy_inventory);
947 more = 0; 842 more = 0;
948 } 843 head = 0;
949 844 inv = 0;
950 if (inv)
951 {
952 /* Only if the space blocks everything do we not process -
953 * if some form of movement is allowed, let objects
954 * drop on that space.
955 */
956 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
957 {
958 object *op = inv;
959
960 while (op)
961 {
962 object *tmp = op->below;
963 op->destroy (destroy_inventory);
964 op = tmp;
965 }
966 }
967 else
968 { /* Put objects in inventory onto this space */
969 object *op = inv;
970
971 while (op)
972 {
973 object *tmp = op->below;
974
975 remove_ob (op);
976
977 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
978 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
979 free_object (op);
980 else
981 {
982 op->x = x;
983 op->y = y;
984 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
985 }
986
987 op = tmp;
988 }
989 }
990 }
991 845
992 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
993 owner = 0; 847 owner = 0;
994 enemy = 0; 848 enemy = 0;
995 attacked_by = 0; 849 attacked_by = 0;
1000 /* Remove object from the active list */ 854 /* Remove object from the active list */
1001 speed = 0; 855 speed = 0;
1002 update_ob_speed (this); 856 update_ob_speed (this);
1003 857
1004 unlink (); 858 unlink ();
859}
1005 860
1006 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 ();
1007} 923}
1008 924
1009/* 925/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1011 * 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)).
1012 */ 928 */
1013
1014void 929void
1015sub_weight (object *op, signed long weight) 930sub_weight (object *op, signed long weight)
1016{ 931{
1017 while (op != NULL) 932 while (op != NULL)
1018 { 933 {
1022 op->carrying -= weight; 937 op->carrying -= weight;
1023 op = op->env; 938 op = op->env;
1024 } 939 }
1025} 940}
1026 941
1027/* remove_ob(op): 942/* op->remove ():
1028 * 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
1029 * 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
1030 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 947 * the previous environment.
1033 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1034 */ 949 */
1035
1036void 950void
1037remove_ob (object *op) 951object::remove ()
1038{ 952{
1039 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1040 object *otmp; 954 object *otmp;
1041 955
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 957 return;
1049 958
1050 SET_FLAG (op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1051 961
1052 if (op->more != NULL) 962 if (more)
1053 remove_ob (op->more); 963 more->remove ();
1054 964
1055 /* 965 /*
1056 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1057 * inventory. 967 * inventory.
1058 */ 968 */
1059 if (op->env != NULL) 969 if (env)
1060 { 970 {
1061 if (op->nrof) 971 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 972 sub_weight (env, weight * nrof);
1063 else 973 else
1064 sub_weight (op->env, op->weight + op->carrying); 974 sub_weight (env, weight + carrying);
1065 975
1066 /* 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
1067 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 978 * to save cpu time.
1069 */ 979 */
1070 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))
1071 fix_player (otmp); 981 otmp->update_stats ();
1072 982
1073 if (op->above != NULL) 983 if (above != NULL)
1074 op->above->below = op->below; 984 above->below = below;
1075 else 985 else
1076 op->env->inv = op->below; 986 env->inv = below;
1077 987
1078 if (op->below != NULL) 988 if (below != NULL)
1079 op->below->above = op->above; 989 below->above = above;
1080 990
1081 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1082 * 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
1083 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
1084 */ 994 */
1085 op->x = op->env->x, op->y = op->env->y; 995 x = env->x, y = env->y;
1086 op->map = op->env->map; 996 map = env->map;
1087 op->above = NULL, op->below = NULL; 997 above = 0, below = 0;
1088 op->env = NULL; 998 env = 0;
1089 } 999 }
1090 else if (op->map) 1000 else if (map)
1091 { 1001 {
1092 x = op->x;
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 }
1106
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had 1002 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about 1003 * lots of logic for things we no longer care about
1113 */ 1004 */
1114 1005
1115 /* link the object above us */ 1006 /* link the object above us */
1116 if (op->above) 1007 if (above)
1117 op->above->below = op->below; 1008 above->below = below;
1118 else 1009 else
1119 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 */
1120 1011
1121 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1122 if (op->below) 1013 if (below)
1123 op->below->above = op->above; 1014 below->above = above;
1124 else 1015 else
1125 { 1016 {
1126 /* 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
1127 * use translated coordinates in case some oddness with map tiling is 1018 * use translated coordinates in case some oddness with map tiling is
1128 * evident 1019 * evident
1129 */ 1020 */
1130 if (GET_MAP_OB (m, x, y) != op) 1021 if (GET_MAP_OB (map, x, y) != this)
1131 { 1022 {
1132 char *dump = dump_object (op); 1023 char *dump = dump_object (this);
1133 LOG (llevError, 1024 LOG (llevError,
1134 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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);
1135 free (dump); 1026 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1137 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1138 free (dump); 1029 free (dump);
1139 } 1030 }
1140 1031
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1032 map->at (x, y).bottom = above; /* goes on above it. */
1142 } 1033 }
1143 1034
1144 op->above = 0; 1035 above = 0;
1145 op->below = 0; 1036 below = 0;
1146 1037
1147 if (op->map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1148 return; 1039 return;
1149 1040
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1151 1042
1152 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)
1153 { 1044 {
1154 /* 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
1155 * being removed. 1046 * being removed.
1156 */ 1047 */
1157 1048
1158 if (tmp->type == PLAYER && tmp != op) 1049 if (tmp->type == PLAYER && tmp != this)
1159 { 1050 {
1160 /* If a container that the player is currently using somehow gets 1051 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1162 * appropriately. 1053 * appropriately.
1163 */ 1054 */
1164 if (tmp->container == op) 1055 if (tmp->container == this)
1165 { 1056 {
1166 CLEAR_FLAG (op, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1167 tmp->container = NULL; 1058 tmp->container = 0;
1168 } 1059 }
1169 1060
1170 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1171 } 1063 }
1172 1064
1173 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1174 if (check_walk_off 1066 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 { 1069 {
1178 move_apply (tmp, op, NULL); 1070 move_apply (tmp, this, 0);
1179 1071
1180 if (op->destroyed ()) 1072 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1074 }
1183 1075
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185 1077
1186 if (tmp->above == tmp) 1078 if (tmp->above == tmp)
1187 tmp->above = NULL; 1079 tmp->above = 0;
1188 1080
1189 last = tmp; 1081 last = tmp;
1190 } 1082 }
1191 1083
1192 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1193 if (last == NULL) 1085 if (!last)
1194 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else 1087 else
1204 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1205 1089
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1208 } 1092 }
1209} 1093}
1210 1094
1211/* 1095/*
1212 * merge_ob(op,top): 1096 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1221{ 1105{
1222 if (!op->nrof) 1106 if (!op->nrof)
1223 return 0; 1107 return 0;
1224 1108
1225 if (top == NULL) 1109 if (top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1227 1112
1228 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1229 { 1114 {
1230 if (top == op) 1115 if (top == op)
1231 continue; 1116 continue;
1232 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1233 { 1119 {
1234 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1235 1121
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1124 op->destroy ();
1239 free_object (op);
1240 return top; 1125 return top;
1241 } 1126 }
1242 } 1127 }
1243 1128
1244 return 0; 1129 return 0;
1283 * Return value: 1168 * Return value:
1284 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1286 * just 'op' otherwise 1171 * just 'op' otherwise
1287 */ 1172 */
1288
1289object * 1173object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1175{
1292 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1293 sint16 x, y; 1177 sint16 x, y;
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump); 1212 free (dump);
1329 return op; 1213 return op;
1330 } 1214 }
1331 1215
1332 if (op->more != NULL) 1216 if (op->more)
1333 { 1217 {
1334 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1335 1219
1336 object *more = op->more; 1220 object *more = op->more;
1337 1221
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 { 1238 {
1355 if (!op->head) 1239 if (!op->head)
1356 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");
1357 1241
1358 return NULL; 1242 return 0;
1359 } 1243 }
1360 } 1244 }
1361 1245
1362 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1247
1371 1255
1372 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1373 */ 1257 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1375 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)
1376 if (CAN_MERGE (op, tmp)) 1260 if (object::can_merge (op, tmp))
1377 { 1261 {
1378 op->nrof += tmp->nrof; 1262 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1263 tmp->destroy ();
1380 free_object (tmp);
1381 } 1264 }
1382 1265
1383 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 */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1268
1398 op->below = originator->below; 1281 op->below = originator->below;
1399 1282
1400 if (op->below) 1283 if (op->below)
1401 op->below->above = op; 1284 op->below->above = op;
1402 else 1285 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bottom = op;
1404 1287
1405 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1406 originator->below = op; 1289 originator->below = op;
1407 } 1290 }
1408 else 1291 else
1454 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1339 * stacking is a bit odd.
1457 */ 1340 */
1458 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1460 { 1343 {
1461 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1346 break;
1464 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1487 1370
1488 if (op->above) 1371 if (op->above)
1489 op->above->below = op; 1372 op->above->below = op;
1490 1373
1491 op->below = NULL; 1374 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bottom = op;
1493 } 1376 }
1494 else 1377 else
1495 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1496 op->above = top->above; 1379 op->above = top->above;
1497 1380
1501 op->below = top; 1384 op->below = top;
1502 top->above = op; 1385 top->above = op;
1503 } 1386 }
1504 1387
1505 if (op->above == NULL) 1388 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1508 1391
1509 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1510 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1511 1394
1512 /* 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
1513 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1514 */ 1397 */
1515 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1516 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 ())
1517 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1518 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1519 1402
1520 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1521 * 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
1522 * 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
1523 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1530 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1531 1414
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1534 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1535 /* 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,
1536 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1537 * 1422 *
1538 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1426 * update_object().
1543 1428
1544 /* 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 */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 { 1431 {
1547 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1548 return NULL; 1433 return 0;
1549 1434
1550 /* 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
1551 * walk on's. 1436 * walk on's.
1552 */ 1437 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1555 return NULL; 1440 return 0;
1556 } 1441 }
1557 1442
1558 return op; 1443 return op;
1559} 1444}
1560 1445
1561/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1564 */ 1449 */
1565void 1450void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1452{
1568 object * 1453 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1454
1573 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1574 1456
1575 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)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 { 1459 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1460
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1462
1586 tmp1->x = op->x; 1463 tmp1->x = op->x;
1587 tmp1->y = op->y; 1464 tmp1->y = op->y;
1597 */ 1474 */
1598 1475
1599object * 1476object *
1600get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1601{ 1478{
1602 object * 1479 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1481
1607 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1608 { 1483 {
1609 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);
1610 return NULL; 1485 return NULL;
1611 } 1486 }
1612 1487
1613 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1614 1489
1615 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1616 { 1491 orig_ob->destroy (1);
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed) 1492 else if (!is_removed)
1622 { 1493 {
1623 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 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)
1645 1516
1646object * 1517object *
1647decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1648{ 1519{
1649 object *tmp; 1520 object *tmp;
1650 player *pl;
1651 1521
1652 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1653 return op; 1523 return op;
1654 1524
1655 if (i > op->nrof) 1525 if (i > op->nrof)
1656 i = op->nrof; 1526 i = op->nrof;
1657 1527
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1529 op->nrof -= i;
1660 else if (op->env != NULL) 1530 else if (op->env)
1661 { 1531 {
1662 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1663 * therein? 1533 * therein?
1664 */ 1534 */
1665 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1540 * and then searching the map for a player.
1671 */ 1541 */
1672 if (!tmp) 1542 if (!tmp)
1673 { 1543 for_all_players (pl)
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1676 break; 1547 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1548 }
1682 1549
1683 if (i < op->nrof) 1550 if (i < op->nrof)
1684 { 1551 {
1685 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1553 op->nrof -= i;
1687 if (tmp) 1554 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1690 }
1691 } 1556 }
1692 else 1557 else
1693 { 1558 {
1694 remove_ob (op); 1559 op->remove ();
1695 op->nrof = 0; 1560 op->nrof = 0;
1696 if (tmp) 1561 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1563 }
1701 } 1564 }
1702 else 1565 else
1703 { 1566 {
1704 object *above = op->above; 1567 object *above = op->above;
1705 1568
1706 if (i < op->nrof) 1569 if (i < op->nrof)
1707 op->nrof -= i; 1570 op->nrof -= i;
1708 else 1571 else
1709 { 1572 {
1710 remove_ob (op); 1573 op->remove ();
1711 op->nrof = 0; 1574 op->nrof = 0;
1712 } 1575 }
1713 1576
1714 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1717 { 1580 {
1718 if (op->nrof) 1581 if (op->nrof)
1719 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1720 else 1583 else
1724 1587
1725 if (op->nrof) 1588 if (op->nrof)
1726 return op; 1589 return op;
1727 else 1590 else
1728 { 1591 {
1729 free_object (op); 1592 op->destroy ();
1730 return NULL; 1593 return 0;
1731 } 1594 }
1732} 1595}
1733 1596
1734/* 1597/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1747 op->carrying += weight; 1610 op->carrying += weight;
1748 op = op->env; 1611 op = op->env;
1749 } 1612 }
1750} 1613}
1751 1614
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765
1766object * 1615object *
1767insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1768{ 1617{
1769 object * 1618 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1619 {
1783 char *dump = dump_object (op); 1620 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1622 free (dump);
1786 return op; 1623 return op;
1787 } 1624 }
1788 1625
1789 if (where->head) 1626 if (where->head)
1790 { 1627 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1629 where = where->head;
1793 } 1630 }
1631
1632 return where->insert (op);
1633}
1634
1635/*
1636 * env->insert (op)
1637 * This function inserts the object op in the linked list
1638 * inside the object environment.
1639 *
1640 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero
1642 */
1643
1644object *
1645object::insert (object *op)
1646{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1794 1651
1795 if (op->more) 1652 if (op->more)
1796 { 1653 {
1797 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);
1798 return op; 1655 return op;
1800 1657
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof) 1660 if (op->nrof)
1804 { 1661 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1807 { 1664 {
1808 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1666 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1813 */ 1670 */
1814 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1817 op = tmp; 1674 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1677 break;
1821 } 1678 }
1822 1679
1823 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1827 * the linking below 1684 * the linking below
1828 */ 1685 */
1829 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1830 } 1687 }
1831 else 1688 else
1832 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1833 1690
1834 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1835 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1694 otmp->update_stats ();
1839 }
1840 1695
1841 op->map = NULL; 1696 op->map = 0;
1842 op->env = where; 1697 op->env = this;
1843 op->above = NULL; 1698 op->above = 0;
1844 op->below = NULL; 1699 op->below = 0;
1845 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1846 1701
1847 /* 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 */
1848 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1849 { 1704 {
1850#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1851 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);
1852#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1708 if (MAP_DARKNESS (map))
1854 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1855 } 1710 }
1856 1711
1857 /* 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.
1858 * It sure simplifies this function... 1713 * It sure simplifies this function...
1859 */ 1714 */
1860 if (where->inv == NULL) 1715 if (!inv)
1861 where->inv = op; 1716 inv = op;
1862 else 1717 else
1863 { 1718 {
1864 op->below = where->inv; 1719 op->below = inv;
1865 op->below->above = op; 1720 op->below->above = op;
1866 where->inv = op; 1721 inv = op;
1867 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1868 return op; 1726 return op;
1869} 1727}
1870 1728
1871/* 1729/*
1872 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
2061 * 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
2062 * 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
2063 * 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
2064 * to be unique. 1922 * to be unique.
2065 */ 1923 */
2066
2067object * 1924object *
2068present_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)
2069{ 1926{
2070 object * 1927 object *tmp;
2071 tmp;
2072 1928
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1931 return tmp;
2077 } 1932
2078 return NULL; 1933 return 0;
2079} 1934}
2080 1935
2081/* 1936/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2085 */ 1940 */
2086
2087object * 1941object *
2088present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2089{ 1943{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2094 if (tmp->arch == at) 1945 if (tmp->arch == at)
2095 return tmp; 1946 return tmp;
1947
2096 return NULL; 1948 return NULL;
2097} 1949}
2098 1950
2099/* 1951/*
2100 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2101 */ 1953 */
2102void 1954void
2103flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2104{ 1956{
2105 object *
2106 tmp;
2107
2108 if (op->inv) 1957 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 { 1959 {
2111 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2112 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2113 } 1962 }
2114} /* 1963}
1964
1965/*
2115 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2116 */ 1967 */
2117void 1968void
2118unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2119{ 1970{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1971 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1973 {
2126 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2127 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2128 } 1976 }
2129} 1977}
2132 * 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
2133 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2134 * 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
2135 * 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.
2136 */ 1984 */
2137
2138void 1985void
2139set_cheat (object *op) 1986set_cheat (object *op)
2140{ 1987{
2141 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2161 * 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
2162 * 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
2163 * 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
2164 * customized, changed states, etc. 2011 * customized, changed states, etc.
2165 */ 2012 */
2166
2167int 2013int
2168find_free_spot (const object *ob, maptile *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)
2169{ 2015{
2170 int
2171 i,
2172 index = 0, flag; 2016 int index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2175 2018
2176 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2177 { 2020 {
2178 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]);
2179 if (!flag) 2022 if (!flag)
2180 altern[index++] = i; 2023 altern [index++] = i;
2181 2024
2182 /* 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.
2183 * 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.
2184 * 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 -
2185 * 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
2186 * 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
2187 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2189 */ 2032 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 2034 stop = maxfree[i];
2192 } 2035 }
2036
2193 if (!index) 2037 if (!index)
2194 return -1; 2038 return -1;
2039
2195 return altern[RANDOM () % index]; 2040 return altern[RANDOM () % index];
2196} 2041}
2197 2042
2198/* 2043/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2201 * 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.
2202 * 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.
2203 */ 2048 */
2204
2205int 2049int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 2051{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 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]))
2214 return i; 2054 return i;
2215 } 2055
2216 return -1; 2056 return -1;
2217} 2057}
2218 2058
2219/* 2059/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2063 */
2223static void 2064static void
2224permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2225{ 2066{
2226 int 2067 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2068 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2069
2237 tmp = arr[i]; 2070 while (--end)
2238 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2072}
2242 2073
2243/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2245 * 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
2248 * 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.
2249 */ 2080 */
2250void 2081void
2251get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2252{ 2083{
2253 int 2084 int i;
2254 i;
2255 2085
2256 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2087 search_arr[i] = i;
2259 }
2260 2088
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2092}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * 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
2275 * 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
2276 * there is capable of. 2104 * there is capable of.
2277 */ 2105 */
2278
2279int 2106int
2280find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2108{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2285 2110
2286 sint16 nx, ny; 2111 sint16 nx, ny;
2287 object * 2112 object *tmp;
2288 tmp;
2289 maptile * 2113 maptile *mp;
2290 mp;
2291 2114
2292 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2293 2116
2294 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2295 { 2118 {
2307 mp = m; 2130 mp = m;
2308 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2310 2133
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2312 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2137 max = maxfree[i];
2315 }
2316 else 2138 else
2317 { 2139 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2319 2143
2320 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2145 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2325 { 2147 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2327 { 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break; 2151 break;
2331 } 2152
2332 }
2333 if (tmp) 2153 if (tmp)
2334 {
2335 return freedir[i]; 2154 return freedir[i];
2336 }
2337 } 2155 }
2338 } 2156 }
2339 } 2157 }
2158
2340 return 0; 2159 return 0;
2341} 2160}
2342 2161
2343/* 2162/*
2344 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2164 * distance between the two given objects.
2346 */ 2165 */
2347
2348int 2166int
2349distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2350{ 2168{
2351 int
2352 i;
2353
2354 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);
2355 return i;
2356} 2170}
2357 2171
2358/* 2172/*
2359 * 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
2360 * 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
2361 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2362 */ 2176 */
2363
2364int 2177int
2365find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2366{ 2179{
2367 int 2180 int q;
2368 q;
2369 2181
2370 if (y) 2182 if (y)
2371 q = x * 100 / y; 2183 q = x * 100 / y;
2372 else if (x) 2184 else if (x)
2373 q = -300 * x; 2185 q = -300 * x;
2408int 2220int
2409absdir (int d) 2221absdir (int d)
2410{ 2222{
2411 while (d < 1) 2223 while (d < 1)
2412 d += 8; 2224 d += 8;
2225
2413 while (d > 8) 2226 while (d > 8)
2414 d -= 8; 2227 d -= 8;
2228
2415 return d; 2229 return d;
2416} 2230}
2417 2231
2418/* 2232/*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2421 */ 2235 */
2422 2236
2423int 2237int
2424dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2425{ 2239{
2426 int 2240 int d;
2427 d;
2428 2241
2429 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2430 if (d > 4) 2243 if (d > 4)
2431 d = 8 - d; 2244 d = 8 - d;
2245
2432 return d; 2246 return d;
2433} 2247}
2434 2248
2435/* peterm: 2249/* peterm:
2436 * 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.
2439 * 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
2440 * 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.
2441 * 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
2442 * functions. 2256 * functions.
2443 */ 2257 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2313 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2503 */ 2315 */
2504
2505
2506int 2316int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2318{
2509 sint16 dx, dy; 2319 sint16 dx, dy;
2510 int
2511 mflags; 2320 int mflags;
2512 2321
2513 if (dir < 0) 2322 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2515 2324
2516 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2529 return 0; 2338 return 0;
2530 2339
2531 /* yes, can see. */ 2340 /* yes, can see. */
2532 if (dir < 9) 2341 if (dir < 9)
2533 return 1; 2342 return 1;
2343
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2347}
2537
2538
2539 2348
2540/* 2349/*
2541 * 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
2542 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557} 2366}
2558 2367
2559
2560/* 2368/*
2561 * create clone from object to another 2369 * create clone from object to another
2562 */ 2370 */
2563object * 2371object *
2564object_create_clone (object *asrc) 2372object_create_clone (object *asrc)
2565{ 2373{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2374 object *dst = 0, *tmp, *src, *part, *prev, *item;
2568 2375
2569 if (!asrc) 2376 if (!asrc)
2570 return NULL; 2377 return 0;
2378
2571 src = asrc; 2379 src = asrc;
2572 if (src->head) 2380 if (src->head)
2573 src = src->head; 2381 src = src->head;
2574 2382
2575 prev = NULL; 2383 prev = 0;
2576 for (part = src; part; part = part->more) 2384 for (part = src; part; part = part->more)
2577 { 2385 {
2578 tmp = get_object (); 2386 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2387 tmp->x -= src->x;
2581 tmp->y -= src->y; 2388 tmp->y -= src->y;
2389
2582 if (!part->head) 2390 if (!part->head)
2583 { 2391 {
2584 dst = tmp; 2392 dst = tmp;
2585 tmp->head = NULL; 2393 tmp->head = 0;
2586 } 2394 }
2587 else 2395 else
2588 {
2589 tmp->head = dst; 2396 tmp->head = dst;
2590 } 2397
2591 tmp->more = NULL; 2398 tmp->more = 0;
2399
2592 if (prev) 2400 if (prev)
2593 prev->more = tmp; 2401 prev->more = tmp;
2402
2594 prev = tmp; 2403 prev = tmp;
2595 } 2404 }
2596 2405
2597 for (item = src->inv; item; item = item->below) 2406 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2407 insert_ob_in_ob (object_create_clone (item), dst);
2604/* 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 */
2605/* 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, */
2606/* 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. */
2607/* 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. */
2608/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2609
2610object * 2418object *
2611load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2612{ 2420{
2613 object *op; 2421 object *op;
2614 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2624 } 2432 }
2625 2433
2626 fprintf (tempfile, obstr); 2434 fprintf (tempfile, obstr);
2627 fclose (tempfile); 2435 fclose (tempfile);
2628 2436
2629 op = get_object (); 2437 op = object::create ();
2630 2438
2631 object_thawer thawer (filename); 2439 object_thawer thawer (filename);
2632 2440
2633 if (thawer) 2441 if (thawer)
2634 load_object (thawer, op, 0); 2442 load_object (thawer, op, 0);
2644 * returns NULL if no match. 2452 * returns NULL if no match.
2645 */ 2453 */
2646object * 2454object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2456{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2459 return tmp;
2654 2460
2655 return NULL; 2461 return 0;
2656} 2462}
2657 2463
2658/* 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,
2659 * otherwise return NULL. 2465 * otherwise return NULL.
2660 * 2466 *
2662 * do the desired thing. 2468 * do the desired thing.
2663 */ 2469 */
2664key_value * 2470key_value *
2665get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2666{ 2472{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2670 if (link->key == key) 2474 if (link->key == key)
2671 return link; 2475 return link;
2672 2476
2673 return NULL; 2477 return 0;
2674} 2478}
2675 2479
2676/* 2480/*
2677 * 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.
2678 * 2482 *
2718 * Returns TRUE on success. 2522 * Returns TRUE on success.
2719 */ 2523 */
2720int 2524int
2721set_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)
2722{ 2526{
2723 key_value *
2724 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2725 2528
2726 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2727 { 2530 {
2728 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2729 { 2532 {
2757 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2758 2561
2759 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2760 2563
2761 if (!add_key) 2564 if (!add_key)
2762 {
2763 return FALSE; 2565 return FALSE;
2764 } 2566
2765 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2769 * should pass in "" 2571 * should pass in ""

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