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Comparing deliantra/server/common/object.C (file contents):
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 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}
845 745
846object::object () 746object::object ()
847{ 747{
848 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
849 749
898 * this function to succeed. 798 * this function to succeed.
899 * 799 *
900 * 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
901 * inventory to the ground. 801 * inventory to the ground.
902 */ 802 */
903void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
904{ 805{
905 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])
906 return; 818 return;
907 819
908 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
909 remove_friendly_object (this);
910
911 if (!QUERY_FLAG (this, FLAG_REMOVED))
912 remove_ob (this);
913
914 SET_FLAG (this, FLAG_FREED);
915
916 if (more)
917 {
918 more->destroy (destroy_inventory);
919 more = 0;
920 }
921
922 if (inv)
923 {
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
927 */
928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
929 {
930 object *op = inv;
931
932 while (op)
933 {
934 object *tmp = op->below;
935 op->destroy (destroy_inventory);
936 op = tmp;
937 }
938 }
939 else
940 { /* Put objects in inventory onto this space */
941 object *op = inv;
942
943 while (op)
944 {
945 object *tmp = op->below;
946
947 remove_ob (op);
948
949 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
951 free_object (op);
952 else
953 {
954 op->x = x;
955 op->y = y;
956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
957 }
958
959 op = tmp;
960 }
961 }
962 }
963 821
964 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
965 { 823 {
966 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
967 825
979 map = freed_map; 837 map = freed_map;
980 x = 1; 838 x = 1;
981 y = 1; 839 y = 1;
982 } 840 }
983 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
984 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
985 owner = 0; 847 owner = 0;
986 enemy = 0; 848 enemy = 0;
987 attacked_by = 0; 849 attacked_by = 0;
988 850
992 /* Remove object from the active list */ 854 /* Remove object from the active list */
993 speed = 0; 855 speed = 0;
994 update_ob_speed (this); 856 update_ob_speed (this);
995 857
996 unlink (); 858 unlink ();
859}
997 860
998 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 ();
999} 923}
1000 924
1001/* 925/*
1002 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1003 * 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)).
1004 */ 928 */
1005
1006void 929void
1007sub_weight (object *op, signed long weight) 930sub_weight (object *op, signed long weight)
1008{ 931{
1009 while (op != NULL) 932 while (op != NULL)
1010 { 933 {
1014 op->carrying -= weight; 937 op->carrying -= weight;
1015 op = op->env; 938 op = op->env;
1016 } 939 }
1017} 940}
1018 941
1019/* remove_ob(op): 942/* op->remove ():
1020 * 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
1021 * 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
1022 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1023 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1024 * the previous environment. 947 * the previous environment.
1025 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1026 */ 949 */
1027
1028void 950void
1029remove_ob (object *op) 951object::remove ()
1030{ 952{
1031 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1032 object *otmp; 954 object *otmp;
1033 955
1034 int check_walk_off;
1035 maptile *m;
1036
1037 sint16 x, y;
1038
1039 if (QUERY_FLAG (op, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 957 return;
1041 958
1042 SET_FLAG (op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1043 961
1044 if (op->more != NULL) 962 if (more)
1045 remove_ob (op->more); 963 more->remove ();
1046 964
1047 /* 965 /*
1048 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1049 * inventory. 967 * inventory.
1050 */ 968 */
1051 if (op->env != NULL) 969 if (env)
1052 { 970 {
1053 if (op->nrof) 971 if (nrof)
1054 sub_weight (op->env, op->weight * op->nrof); 972 sub_weight (env, weight * nrof);
1055 else 973 else
1056 sub_weight (op->env, op->weight + op->carrying); 974 sub_weight (env, weight + carrying);
1057 975
1058 /* 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
1059 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 978 * to save cpu time.
1061 */ 979 */
1062 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))
1063 fix_player (otmp); 981 otmp->update_stats ();
1064 982
1065 if (op->above != NULL) 983 if (above != NULL)
1066 op->above->below = op->below; 984 above->below = below;
1067 else 985 else
1068 op->env->inv = op->below; 986 env->inv = below;
1069 987
1070 if (op->below != NULL) 988 if (below != NULL)
1071 op->below->above = op->above; 989 below->above = above;
1072 990
1073 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1074 * 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
1075 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
1076 */ 994 */
1077 op->x = op->env->x, op->y = op->env->y; 995 x = env->x, y = env->y;
1078 op->map = op->env->map; 996 map = env->map;
1079 op->above = NULL, op->below = NULL; 997 above = 0, below = 0;
1080 op->env = NULL; 998 env = 0;
1081 } 999 }
1082 else if (op->map) 1000 else if (map)
1083 { 1001 {
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087
1088 if (!m)
1089 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */
1096 abort ();
1097 }
1098
1099 if (op->map != m)
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* 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
1104 * lots of logic for things we no longer care about 1003 * lots of logic for things we no longer care about
1105 */ 1004 */
1106 1005
1107 /* link the object above us */ 1006 /* link the object above us */
1108 if (op->above) 1007 if (above)
1109 op->above->below = op->below; 1008 above->below = below;
1110 else 1009 else
1111 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 */
1112 1011
1113 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1114 if (op->below) 1013 if (below)
1115 op->below->above = op->above; 1014 below->above = above;
1116 else 1015 else
1117 { 1016 {
1118 /* 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
1119 * use translated coordinates in case some oddness with map tiling is 1018 * use translated coordinates in case some oddness with map tiling is
1120 * evident 1019 * evident
1121 */ 1020 */
1122 if (GET_MAP_OB (m, x, y) != op) 1021 if (GET_MAP_OB (map, x, y) != this)
1123 { 1022 {
1124 char *dump = dump_object (op); 1023 char *dump = dump_object (this);
1125 LOG (llevError, 1024 LOG (llevError,
1126 "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);
1127 free (dump); 1026 free (dump);
1128 dump = dump_object (GET_MAP_OB (m, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1129 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1130 free (dump); 1029 free (dump);
1131 } 1030 }
1132 1031
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1032 map->at (x, y).bottom = above; /* goes on above it. */
1134 } 1033 }
1135 1034
1136 op->above = 0; 1035 above = 0;
1137 op->below = 0; 1036 below = 0;
1138 1037
1139 if (op->map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1140 return; 1039 return;
1141 1040
1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1143 1042
1144 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)
1145 { 1044 {
1146 /* 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
1147 * being removed. 1046 * being removed.
1148 */ 1047 */
1149 1048
1150 if (tmp->type == PLAYER && tmp != op) 1049 if (tmp->type == PLAYER && tmp != this)
1151 { 1050 {
1152 /* If a container that the player is currently using somehow gets 1051 /* If a container that the player is currently using somehow gets
1153 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1154 * appropriately. 1053 * appropriately.
1155 */ 1054 */
1156 if (tmp->container == op) 1055 if (tmp->container == this)
1157 { 1056 {
1158 CLEAR_FLAG (op, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1159 tmp->container = NULL; 1058 tmp->container = 0;
1160 } 1059 }
1161 1060
1162 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1163 } 1063 }
1164 1064
1165 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1166 if (check_walk_off 1066 if (check_walk_off
1167 && ((op->move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 { 1069 {
1170 move_apply (tmp, op, NULL); 1070 move_apply (tmp, this, 0);
1171 1071
1172 if (op->destroyed ()) 1072 if (destroyed ())
1173 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 ());
1174 } 1074 }
1175 1075
1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1177 1077
1178 if (tmp->above == tmp) 1078 if (tmp->above == tmp)
1179 tmp->above = NULL; 1079 tmp->above = 0;
1180 1080
1181 last = tmp; 1081 last = tmp;
1182 } 1082 }
1183 1083
1184 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1185 if (last == NULL) 1085 if (!last)
1186 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1189 * those out anyways, and if there are any flags set right now, they won't
1190 * be correct anyways.
1191 */
1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1193 update_position (op->map, op->x, op->y);
1194 }
1195 else 1087 else
1196 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1197 1089
1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1200 } 1092 }
1201} 1093}
1202 1094
1203/* 1095/*
1204 * merge_ob(op,top): 1096 * merge_ob(op,top):
1212merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1213{ 1105{
1214 if (!op->nrof) 1106 if (!op->nrof)
1215 return 0; 1107 return 0;
1216 1108
1217 if (top == NULL) 1109 if (top)
1218 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1219 1112
1220 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1221 { 1114 {
1222 if (top == op) 1115 if (top == op)
1223 continue; 1116 continue;
1224 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1225 { 1119 {
1226 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1227 1121
1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1229 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1230 remove_ob (op); 1124 op->destroy ();
1231 free_object (op);
1232 return top; 1125 return top;
1233 } 1126 }
1234 } 1127 }
1235 1128
1236 return 0; 1129 return 0;
1275 * Return value: 1168 * Return value:
1276 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1278 * just 'op' otherwise 1171 * just 'op' otherwise
1279 */ 1172 */
1280
1281object * 1173object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1175{
1284 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1285 sint16 x, y; 1177 sint16 x, y;
1319 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);
1320 free (dump); 1212 free (dump);
1321 return op; 1213 return op;
1322 } 1214 }
1323 1215
1324 if (op->more != NULL) 1216 if (op->more)
1325 { 1217 {
1326 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1327 1219
1328 object *more = op->more; 1220 object *more = op->more;
1329 1221
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 { 1238 {
1347 if (!op->head) 1239 if (!op->head)
1348 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");
1349 1241
1350 return NULL; 1242 return 0;
1351 } 1243 }
1352 } 1244 }
1353 1245
1354 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1355 1247
1363 1255
1364 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1365 */ 1257 */
1366 if (op->nrof && !(flag & INS_NO_MERGE)) 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1367 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)
1368 if (CAN_MERGE (op, tmp)) 1260 if (object::can_merge (op, tmp))
1369 { 1261 {
1370 op->nrof += tmp->nrof; 1262 op->nrof += tmp->nrof;
1371 remove_ob (tmp); 1263 tmp->destroy ();
1372 free_object (tmp);
1373 } 1264 }
1374 1265
1375 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 */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377 1268
1390 op->below = originator->below; 1281 op->below = originator->below;
1391 1282
1392 if (op->below) 1283 if (op->below)
1393 op->below->above = op; 1284 op->below->above = op;
1394 else 1285 else
1395 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bottom = op;
1396 1287
1397 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1398 originator->below = op; 1289 originator->below = op;
1399 } 1290 }
1400 else 1291 else
1446 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd. 1339 * stacking is a bit odd.
1449 */ 1340 */
1450 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1451 (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))
1452 { 1343 {
1453 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break; 1346 break;
1456 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1479 1370
1480 if (op->above) 1371 if (op->above)
1481 op->above->below = op; 1372 op->above->below = op;
1482 1373
1483 op->below = NULL; 1374 op->below = NULL;
1484 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bottom = op;
1485 } 1376 }
1486 else 1377 else
1487 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1488 op->above = top->above; 1379 op->above = top->above;
1489 1380
1493 op->below = top; 1384 op->below = top;
1494 top->above = op; 1385 top->above = op;
1495 } 1386 }
1496 1387
1497 if (op->above == NULL) 1388 if (op->above == NULL)
1498 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1499 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1500 1391
1501 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1502 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1503 1394
1504 /* 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
1505 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1506 */ 1397 */
1507 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1508 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 ())
1509 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1510 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1511 1402
1512 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1513 * 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
1514 * 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
1515 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1522 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1523 1414
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1526 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1527 /* 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,
1528 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1529 * 1422 *
1530 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object(). 1426 * update_object().
1535 1428
1536 /* 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 */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1538 { 1431 {
1539 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1540 return NULL; 1433 return 0;
1541 1434
1542 /* 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
1543 * walk on's. 1436 * walk on's.
1544 */ 1437 */
1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1546 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1547 return NULL; 1440 return 0;
1548 } 1441 }
1549 1442
1550 return op; 1443 return op;
1551} 1444}
1552 1445
1553/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1554 * 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.
1555 * 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.
1556 */ 1449 */
1557void 1450void
1558replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1559{ 1452{
1560 object * 1453 object *tmp, *tmp1;
1561 tmp;
1562 object *
1563 tmp1;
1564 1454
1565 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1566 1456
1567 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)
1568 {
1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1570 { 1459 tmp->destroy ();
1571 remove_ob (tmp);
1572 free_object (tmp);
1573 }
1574 }
1575 1460
1576 tmp1 = arch_to_object (archetype::find (arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1577 1462
1578 tmp1->x = op->x; 1463 tmp1->x = op->x;
1579 tmp1->y = op->y; 1464 tmp1->y = op->y;
1589 */ 1474 */
1590 1475
1591object * 1476object *
1592get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1593{ 1478{
1594 object * 1479 object *newob;
1595 newob;
1596 int
1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1598 1481
1599 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1600 { 1483 {
1601 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);
1602 return NULL; 1485 return NULL;
1603 } 1486 }
1604 1487
1605 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1606 1489
1607 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1608 { 1491 orig_ob->destroy (1);
1609 if (!is_removed)
1610 remove_ob (orig_ob);
1611 free_object2 (orig_ob, 1);
1612 }
1613 else if (!is_removed) 1492 else if (!is_removed)
1614 { 1493 {
1615 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1616 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1617 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)
1637 1516
1638object * 1517object *
1639decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1640{ 1519{
1641 object *tmp; 1520 object *tmp;
1642 player *pl;
1643 1521
1644 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1645 return op; 1523 return op;
1646 1524
1647 if (i > op->nrof) 1525 if (i > op->nrof)
1648 i = op->nrof; 1526 i = op->nrof;
1649 1527
1650 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i; 1529 op->nrof -= i;
1652 else if (op->env != NULL) 1530 else if (op->env)
1653 { 1531 {
1654 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1655 * therein? 1533 * therein?
1656 */ 1534 */
1657 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1658 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player. 1540 * and then searching the map for a player.
1663 */ 1541 */
1664 if (!tmp) 1542 if (!tmp)
1665 { 1543 for_all_players (pl)
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1668 break; 1547 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 } 1548 }
1674 1549
1675 if (i < op->nrof) 1550 if (i < op->nrof)
1676 { 1551 {
1677 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i; 1553 op->nrof -= i;
1679 if (tmp) 1554 if (tmp)
1680 {
1681 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1682 }
1683 } 1556 }
1684 else 1557 else
1685 { 1558 {
1686 remove_ob (op); 1559 op->remove ();
1687 op->nrof = 0; 1560 op->nrof = 0;
1688 if (tmp) 1561 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1691 }
1692 } 1563 }
1693 } 1564 }
1694 else 1565 else
1695 { 1566 {
1696 object *above = op->above; 1567 object *above = op->above;
1697 1568
1698 if (i < op->nrof) 1569 if (i < op->nrof)
1699 op->nrof -= i; 1570 op->nrof -= i;
1700 else 1571 else
1701 { 1572 {
1702 remove_ob (op); 1573 op->remove ();
1703 op->nrof = 0; 1574 op->nrof = 0;
1704 } 1575 }
1705 1576
1706 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1708 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1709 { 1580 {
1710 if (op->nrof) 1581 if (op->nrof)
1711 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1712 else 1583 else
1716 1587
1717 if (op->nrof) 1588 if (op->nrof)
1718 return op; 1589 return op;
1719 else 1590 else
1720 { 1591 {
1721 free_object (op); 1592 op->destroy ();
1722 return NULL; 1593 return 0;
1723 } 1594 }
1724} 1595}
1725 1596
1726/* 1597/*
1727 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1739 op->carrying += weight; 1610 op->carrying += weight;
1740 op = op->env; 1611 op = op->env;
1741 } 1612 }
1742} 1613}
1743 1614
1744/*
1745 * insert_ob_in_ob(op,environment):
1746 * This function inserts the object op in the linked list
1747 * inside the object environment.
1748 *
1749 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1750 * the inventory at the last position or next to other objects of the same
1751 * type.
1752 * Frank: Now sorted by type, archetype and magic!
1753 *
1754 * The function returns now pointer to inserted item, and return value can
1755 * be != op, if items are merged. -Tero
1756 */
1757
1758object * 1615object *
1759insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1760{ 1617{
1761 object * 1618 if (!where)
1762 tmp, *
1763 otmp;
1764
1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1766 {
1767 char *dump = dump_object (op);
1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1770 return op;
1771 }
1772
1773 if (where == NULL)
1774 { 1619 {
1775 char *dump = dump_object (op); 1620 char *dump = dump_object (op);
1776 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);
1777 free (dump); 1622 free (dump);
1778 return op; 1623 return op;
1779 } 1624 }
1780 1625
1781 if (where->head) 1626 if (where->head)
1782 { 1627 {
1783 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");
1784 where = where->head; 1629 where = where->head;
1785 } 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 ();
1786 1651
1787 if (op->more) 1652 if (op->more)
1788 { 1653 {
1789 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);
1790 return op; 1655 return op;
1792 1657
1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1794 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1795 if (op->nrof) 1660 if (op->nrof)
1796 { 1661 {
1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1798 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1799 { 1664 {
1800 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1801 (client needs the original object) */ 1666 (client needs the original object) */
1802 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1803 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1804 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1805 */ 1670 */
1806 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1807 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1808 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1809 op = tmp; 1674 op = tmp;
1810 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1811 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1812 break; 1677 break;
1813 } 1678 }
1814 1679
1815 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1816 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1817 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1818 * 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
1819 * the linking below 1684 * the linking below
1820 */ 1685 */
1821 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1822 } 1687 }
1823 else 1688 else
1824 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1825 1690
1826 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1827 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1828 {
1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1830 fix_player (otmp); 1694 otmp->update_stats ();
1831 }
1832 1695
1833 op->map = NULL; 1696 op->map = 0;
1834 op->env = where; 1697 op->env = this;
1835 op->above = NULL; 1698 op->above = 0;
1836 op->below = NULL; 1699 op->below = 0;
1837 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1838 1701
1839 /* 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 */
1840 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1841 { 1704 {
1842#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1843 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);
1844#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map)) 1708 if (MAP_DARKNESS (map))
1846 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1847 } 1710 }
1848 1711
1849 /* 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.
1850 * It sure simplifies this function... 1713 * It sure simplifies this function...
1851 */ 1714 */
1852 if (where->inv == NULL) 1715 if (!inv)
1853 where->inv = op; 1716 inv = op;
1854 else 1717 else
1855 { 1718 {
1856 op->below = where->inv; 1719 op->below = inv;
1857 op->below->above = op; 1720 op->below->above = op;
1858 where->inv = op; 1721 inv = op;
1859 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1860 return op; 1726 return op;
1861} 1727}
1862 1728
1863/* 1729/*
1864 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
2053 * 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
2054 * 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
2055 * 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
2056 * to be unique. 1922 * to be unique.
2057 */ 1923 */
2058
2059object * 1924object *
2060present_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)
2061{ 1926{
2062 object * 1927 object *tmp;
2063 tmp;
2064 1928
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2066 {
2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2068 return tmp; 1931 return tmp;
2069 } 1932
2070 return NULL; 1933 return 0;
2071} 1934}
2072 1935
2073/* 1936/*
2074 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2075 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2077 */ 1940 */
2078
2079object * 1941object *
2080present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2081{ 1943{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->arch == at) 1945 if (tmp->arch == at)
2087 return tmp; 1946 return tmp;
1947
2088 return NULL; 1948 return NULL;
2089} 1949}
2090 1950
2091/* 1951/*
2092 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2093 */ 1953 */
2094void 1954void
2095flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2096{ 1956{
2097 object *
2098 tmp;
2099
2100 if (op->inv) 1957 if (op->inv)
2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2102 { 1959 {
2103 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2104 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2105 } 1962 }
2106} /* 1963}
1964
1965/*
2107 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2108 */ 1967 */
2109void 1968void
2110unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2111{ 1970{
2112 object *
2113 tmp;
2114
2115 if (op->inv) 1971 if (op->inv)
2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2117 { 1973 {
2118 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2119 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2120 } 1976 }
2121} 1977}
2124 * 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
2125 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2126 * 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
2127 * 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.
2128 */ 1984 */
2129
2130void 1985void
2131set_cheat (object *op) 1986set_cheat (object *op)
2132{ 1987{
2133 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2134 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2153 * 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
2154 * 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
2155 * 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
2156 * customized, changed states, etc. 2011 * customized, changed states, etc.
2157 */ 2012 */
2158
2159int 2013int
2160find_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)
2161{ 2015{
2162 int
2163 i,
2164 index = 0, flag; 2016 int index = 0, flag;
2165 static int
2166 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2167 2018
2168 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2169 { 2020 {
2170 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]);
2171 if (!flag) 2022 if (!flag)
2172 altern[index++] = i; 2023 altern [index++] = i;
2173 2024
2174 /* 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.
2175 * 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.
2176 * 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 -
2177 * 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
2178 * 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
2179 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2180 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2181 */ 2032 */
2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2183 stop = maxfree[i]; 2034 stop = maxfree[i];
2184 } 2035 }
2036
2185 if (!index) 2037 if (!index)
2186 return -1; 2038 return -1;
2039
2187 return altern[RANDOM () % index]; 2040 return altern[RANDOM () % index];
2188} 2041}
2189 2042
2190/* 2043/*
2191 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2192 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2193 * 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.
2194 * 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.
2195 */ 2048 */
2196
2197int 2049int
2198find_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)
2199{ 2051{
2200 int
2201 i;
2202
2203 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2204 {
2205 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]))
2206 return i; 2054 return i;
2207 } 2055
2208 return -1; 2056 return -1;
2209} 2057}
2210 2058
2211/* 2059/*
2212 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2213 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2214 */ 2063 */
2215static void 2064static void
2216permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2217{ 2066{
2218 int 2067 arr += begin;
2219 i,
2220 j,
2221 tmp,
2222 len;
2223
2224 len = end - begin; 2068 end -= begin;
2225 for (i = begin; i < end; i++)
2226 {
2227 j = begin + RANDOM () % len;
2228 2069
2229 tmp = arr[i]; 2070 while (--end)
2230 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2231 arr[j] = tmp;
2232 }
2233} 2072}
2234 2073
2235/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2236 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2237 * 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
2240 * 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.
2241 */ 2080 */
2242void 2081void
2243get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2244{ 2083{
2245 int 2084 int i;
2246 i;
2247 2085
2248 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2250 search_arr[i] = i; 2087 search_arr[i] = i;
2251 }
2252 2088
2253 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2256} 2092}
2265 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2266 * 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
2267 * 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
2268 * there is capable of. 2104 * there is capable of.
2269 */ 2105 */
2270
2271int 2106int
2272find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2273{ 2108{
2274 int
2275 i,
2276 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2277 2110
2278 sint16 nx, ny; 2111 sint16 nx, ny;
2279 object * 2112 object *tmp;
2280 tmp;
2281 maptile * 2113 maptile *mp;
2282 mp;
2283 2114
2284 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2285 2116
2286 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2287 { 2118 {
2299 mp = m; 2130 mp = m;
2300 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2301 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2302 2133
2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2304 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2305 {
2306 max = maxfree[i]; 2137 max = maxfree[i];
2307 }
2308 else 2138 else
2309 { 2139 {
2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2311 2143
2312 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2313 {
2314 max = maxfree[i]; 2145 max = maxfree[i];
2315 }
2316 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2317 { 2147 {
2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2319 { 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2322 break; 2151 break;
2323 } 2152
2324 }
2325 if (tmp) 2153 if (tmp)
2326 {
2327 return freedir[i]; 2154 return freedir[i];
2328 }
2329 } 2155 }
2330 } 2156 }
2331 } 2157 }
2158
2332 return 0; 2159 return 0;
2333} 2160}
2334 2161
2335/* 2162/*
2336 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2337 * distance between the two given objects. 2164 * distance between the two given objects.
2338 */ 2165 */
2339
2340int 2166int
2341distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2342{ 2168{
2343 int
2344 i;
2345
2346 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);
2347 return i;
2348} 2170}
2349 2171
2350/* 2172/*
2351 * 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
2352 * 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
2353 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2354 */ 2176 */
2355
2356int 2177int
2357find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2358{ 2179{
2359 int 2180 int q;
2360 q;
2361 2181
2362 if (y) 2182 if (y)
2363 q = x * 100 / y; 2183 q = x * 100 / y;
2364 else if (x) 2184 else if (x)
2365 q = -300 * x; 2185 q = -300 * x;
2400int 2220int
2401absdir (int d) 2221absdir (int d)
2402{ 2222{
2403 while (d < 1) 2223 while (d < 1)
2404 d += 8; 2224 d += 8;
2225
2405 while (d > 8) 2226 while (d > 8)
2406 d -= 8; 2227 d -= 8;
2228
2407 return d; 2229 return d;
2408} 2230}
2409 2231
2410/* 2232/*
2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2413 */ 2235 */
2414 2236
2415int 2237int
2416dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2417{ 2239{
2418 int 2240 int d;
2419 d;
2420 2241
2421 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2422 if (d > 4) 2243 if (d > 4)
2423 d = 8 - d; 2244 d = 8 - d;
2245
2424 return d; 2246 return d;
2425} 2247}
2426 2248
2427/* peterm: 2249/* peterm:
2428 * 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.
2431 * 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
2432 * 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.
2433 * 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
2434 * functions. 2256 * functions.
2435 */ 2257 */
2436
2437int
2438 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2439 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2440 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2441 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2442 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2443 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2491 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2492 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2493 * can see a direct way to get it 2313 * can see a direct way to get it
2494 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2495 */ 2315 */
2496
2497
2498int 2316int
2499can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2500{ 2318{
2501 sint16 dx, dy; 2319 sint16 dx, dy;
2502 int
2503 mflags; 2320 int mflags;
2504 2321
2505 if (dir < 0) 2322 if (dir < 0)
2506 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2507 2324
2508 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2521 return 0; 2338 return 0;
2522 2339
2523 /* yes, can see. */ 2340 /* yes, can see. */
2524 if (dir < 9) 2341 if (dir < 9)
2525 return 1; 2342 return 1;
2343
2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2527 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]);
2528} 2347}
2529
2530
2531 2348
2532/* 2349/*
2533 * 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
2534 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2535 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2548 !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));
2549} 2366}
2550 2367
2551
2552/* 2368/*
2553 * create clone from object to another 2369 * create clone from object to another
2554 */ 2370 */
2555object * 2371object *
2556object_create_clone (object *asrc) 2372object_create_clone (object *asrc)
2557{ 2373{
2558 object *
2559 dst = NULL, *tmp, *src, *part, *prev, *item; 2374 object *dst = 0, *tmp, *src, *part, *prev, *item;
2560 2375
2561 if (!asrc) 2376 if (!asrc)
2562 return NULL; 2377 return 0;
2378
2563 src = asrc; 2379 src = asrc;
2564 if (src->head) 2380 if (src->head)
2565 src = src->head; 2381 src = src->head;
2566 2382
2567 prev = NULL; 2383 prev = 0;
2568 for (part = src; part; part = part->more) 2384 for (part = src; part; part = part->more)
2569 { 2385 {
2570 tmp = get_object (); 2386 tmp = part->clone ();
2571 copy_object (part, tmp);
2572 tmp->x -= src->x; 2387 tmp->x -= src->x;
2573 tmp->y -= src->y; 2388 tmp->y -= src->y;
2389
2574 if (!part->head) 2390 if (!part->head)
2575 { 2391 {
2576 dst = tmp; 2392 dst = tmp;
2577 tmp->head = NULL; 2393 tmp->head = 0;
2578 } 2394 }
2579 else 2395 else
2580 {
2581 tmp->head = dst; 2396 tmp->head = dst;
2582 } 2397
2583 tmp->more = NULL; 2398 tmp->more = 0;
2399
2584 if (prev) 2400 if (prev)
2585 prev->more = tmp; 2401 prev->more = tmp;
2402
2586 prev = tmp; 2403 prev = tmp;
2587 } 2404 }
2588 2405
2589 for (item = src->inv; item; item = item->below) 2406 for (item = src->inv; item; item = item->below)
2590 insert_ob_in_ob (object_create_clone (item), dst); 2407 insert_ob_in_ob (object_create_clone (item), dst);
2596/* 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 */
2597/* 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, */
2598/* 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. */
2599/* 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. */
2600/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2601
2602object * 2418object *
2603load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2604{ 2420{
2605 object *op; 2421 object *op;
2606 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2616 } 2432 }
2617 2433
2618 fprintf (tempfile, obstr); 2434 fprintf (tempfile, obstr);
2619 fclose (tempfile); 2435 fclose (tempfile);
2620 2436
2621 op = get_object (); 2437 op = object::create ();
2622 2438
2623 object_thawer thawer (filename); 2439 object_thawer thawer (filename);
2624 2440
2625 if (thawer) 2441 if (thawer)
2626 load_object (thawer, op, 0); 2442 load_object (thawer, op, 0);
2636 * returns NULL if no match. 2452 * returns NULL if no match.
2637 */ 2453 */
2638object * 2454object *
2639find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2640{ 2456{
2641 object *tmp;
2642
2643 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2644 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp; 2459 return tmp;
2646 2460
2647 return NULL; 2461 return 0;
2648} 2462}
2649 2463
2650/* 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,
2651 * otherwise return NULL. 2465 * otherwise return NULL.
2652 * 2466 *
2654 * do the desired thing. 2468 * do the desired thing.
2655 */ 2469 */
2656key_value * 2470key_value *
2657get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2658{ 2472{
2659 key_value *link;
2660
2661 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2662 if (link->key == key) 2474 if (link->key == key)
2663 return link; 2475 return link;
2664 2476
2665 return NULL; 2477 return 0;
2666} 2478}
2667 2479
2668/* 2480/*
2669 * 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.
2670 * 2482 *
2710 * Returns TRUE on success. 2522 * Returns TRUE on success.
2711 */ 2523 */
2712int 2524int
2713set_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)
2714{ 2526{
2715 key_value *
2716 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2717 2528
2718 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2719 { 2530 {
2720 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2721 { 2532 {
2749 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2750 2561
2751 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2752 2563
2753 if (!add_key) 2564 if (!add_key)
2754 {
2755 return FALSE; 2565 return FALSE;
2756 } 2566
2757 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2758 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2759 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2760 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2761 * should pass in "" 2571 * should pass in ""

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