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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 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
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
531/* 472/*
532 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
535 * 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,
541{ 482{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 485
545 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 487
551 if (is_freed) 488 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
553 490
554 if (is_removed) 491 if (is_removed)
588 } 525 }
589 526
590 update_ob_speed (dst); 527 update_ob_speed (dst);
591} 528}
592 529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
536}
537
593/* 538/*
594 * 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
595 * 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
596 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
597 */ 542 */
703 op->active_next = NULL; 648 op->active_next = NULL;
704 op->active_prev = NULL; 649 op->active_prev = NULL;
705} 650}
706 651
707/* 652/*
708 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
710 * 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
711 * invisible object, etc...) 656 * invisible object, etc...)
712 * 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
713 * 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
714 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
715 * 660 *
716 * 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.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 662 * current action are:
722 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
724 * 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
725 * 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.
726 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
727 */ 668 */
728
729void 669void
730update_object (object *op, int action) 670update_object (object *op, int action)
731{ 671{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
734 673
735 if (op == NULL) 674 if (op == NULL)
736 { 675 {
737 /* this should never happen */ 676 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 678 return;
740 } 679 }
741 680
742 if (op->env != NULL) 681 if (op->env)
743 { 682 {
744 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
745 * to do in this case. 684 * to do in this case.
746 */ 685 */
747 return; 686 return;
761 abort (); 700 abort ();
762#endif 701#endif
763 return; 702 return;
764 } 703 }
765 704
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
773 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
774 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* 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
797 * to have move_allow right now. 722 * to have move_allow right now.
798 */ 723 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 726 m.flags_ = P_NEED_UPDATE;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 727 }
805
806 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 730 * that is being removed.
809 */ 731 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
812 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
814 else 736 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 738
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 739 if (op->more)
824 update_object (op->more, action); 740 update_object (op->more, action);
825} 741}
826 742
827object::vector object::mortals;
828object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
829object *object::first; 744object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842 745
843object::object () 746object::object ()
844{ 747{
845 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
846 749
895 * this function to succeed. 798 * this function to succeed.
896 * 799 *
897 * 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
898 * inventory to the ground. 801 * inventory to the ground.
899 */ 802 */
900void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
901{ 805{
902 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])
903 return; 818 return;
904 819
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
906 remove_friendly_object (this);
907
908 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 remove ();
910
911 SET_FLAG (this, FLAG_FREED);
912
913 if (more)
914 {
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (inv)
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 821
961 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
962 { 823 {
963 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
964 825
976 map = freed_map; 837 map = freed_map;
977 x = 1; 838 x = 1;
978 y = 1; 839 y = 1;
979 } 840 }
980 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
981 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
982 owner = 0; 847 owner = 0;
983 enemy = 0; 848 enemy = 0;
984 attacked_by = 0; 849 attacked_by = 0;
985 850
989 /* Remove object from the active list */ 854 /* Remove object from the active list */
990 speed = 0; 855 speed = 0;
991 update_ob_speed (this); 856 update_ob_speed (this);
992 857
993 unlink (); 858 unlink ();
859}
994 860
995 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 ();
996} 923}
997 924
998/* 925/*
999 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1000 * 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)).
1024object::remove () 951object::remove ()
1025{ 952{
1026 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1027 object *otmp; 954 object *otmp;
1028 955
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 957 return;
1033 958
1034 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1035 961
1036 if (more) 962 if (more)
1037 more->remove (); 963 more->remove ();
1038 964
1039 /* 965 /*
1049 975
1050 /* 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
1051 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 978 * to save cpu time.
1053 */ 979 */
1054 if ((otmp = is_player_inv (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))
1055 fix_player (otmp); 981 otmp->update_stats ();
1056 982
1057 if (above != NULL) 983 if (above != NULL)
1058 above->below = below; 984 above->below = below;
1059 else 985 else
1060 env->inv = below; 986 env->inv = below;
1079 1005
1080 /* link the object above us */ 1006 /* link the object above us */
1081 if (above) 1007 if (above)
1082 above->below = below; 1008 above->below = below;
1083 else 1009 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1010 map->at (x, y).top = below; /* we were top, set new top */
1085 1011
1086 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1087 if (below) 1013 if (below)
1088 below->above = above; 1014 below->above = above;
1089 else 1015 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1103 free (dump); 1029 free (dump);
1104 } 1030 }
1105 1031
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1032 map->at (x, y).bottom = above; /* goes on above it. */
1107 } 1033 }
1108 1034
1109 above = 0; 1035 above = 0;
1110 below = 0; 1036 below = 0;
1111 1037
1112 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1113 return; 1039 return;
1114 1040
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1042
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 { 1044 {
1119 /* 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
1120 * being removed. 1046 * being removed.
1126 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1127 * appropriately. 1053 * appropriately.
1128 */ 1054 */
1129 if (tmp->container == this) 1055 if (tmp->container == this)
1130 { 1056 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1132 tmp->container = 0; 1058 tmp->container = 0;
1133 } 1059 }
1134 1060
1135 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1136 } 1063 }
1137 1064
1138 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1139 if (check_walk_off 1066 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1154 last = tmp; 1081 last = tmp;
1155 } 1082 }
1156 1083
1157 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1158 if (!last) 1085 if (!last)
1159 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1087 else
1169 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1170 1089
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1173 } 1092 }
1174} 1093}
1175 1094
1176/* 1095/*
1185merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1186{ 1105{
1187 if (!op->nrof) 1106 if (!op->nrof)
1188 return 0; 1107 return 0;
1189 1108
1190 if (top == NULL) 1109 if (top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1192 1112
1193 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1194 { 1114 {
1195 if (top == op) 1115 if (top == op)
1196 continue; 1116 continue;
1197 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1198 { 1119 {
1199 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1200 1121
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1247 * Return value: 1168 * Return value:
1248 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1171 * just 'op' otherwise
1251 */ 1172 */
1252
1253object * 1173object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1175{
1256 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1257 sint16 x, y; 1177 sint16 x, y;
1291 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);
1292 free (dump); 1212 free (dump);
1293 return op; 1213 return op;
1294 } 1214 }
1295 1215
1296 if (op->more != NULL) 1216 if (op->more)
1297 { 1217 {
1298 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1299 1219
1300 object *more = op->more; 1220 object *more = op->more;
1301 1221
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 { 1238 {
1319 if (!op->head) 1239 if (!op->head)
1320 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");
1321 1241
1322 return NULL; 1242 return 0;
1323 } 1243 }
1324 } 1244 }
1325 1245
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1247
1335 1255
1336 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1337 */ 1257 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1339 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)
1340 if (CAN_MERGE (op, tmp)) 1260 if (object::can_merge (op, tmp))
1341 { 1261 {
1342 op->nrof += tmp->nrof; 1262 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1263 tmp->destroy ();
1344 } 1264 }
1345 1265
1361 op->below = originator->below; 1281 op->below = originator->below;
1362 1282
1363 if (op->below) 1283 if (op->below)
1364 op->below->above = op; 1284 op->below->above = op;
1365 else 1285 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bottom = op;
1367 1287
1368 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1369 originator->below = op; 1289 originator->below = op;
1370 } 1290 }
1371 else 1291 else
1417 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1339 * stacking is a bit odd.
1420 */ 1340 */
1421 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1422 (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))
1423 { 1343 {
1424 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1346 break;
1427 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1450 1370
1451 if (op->above) 1371 if (op->above)
1452 op->above->below = op; 1372 op->above->below = op;
1453 1373
1454 op->below = NULL; 1374 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bottom = op;
1456 } 1376 }
1457 else 1377 else
1458 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1459 op->above = top->above; 1379 op->above = top->above;
1460 1380
1464 op->below = top; 1384 op->below = top;
1465 top->above = op; 1385 top->above = op;
1466 } 1386 }
1467 1387
1468 if (op->above == NULL) 1388 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1471 1391
1472 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1473 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1474 1394
1475 /* 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
1476 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1477 */ 1397 */
1478 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1479 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 ())
1480 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1481 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1482 1402
1483 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1484 * 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
1485 * 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
1486 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1493 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1494 1414
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1497 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1498 /* 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,
1499 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1500 * 1422 *
1501 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1426 * update_object().
1506 1428
1507 /* 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 */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 { 1431 {
1510 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1511 return NULL; 1433 return 0;
1512 1434
1513 /* 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
1514 * walk on's. 1436 * walk on's.
1515 */ 1437 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1518 return NULL; 1440 return 0;
1519 } 1441 }
1520 1442
1521 return op; 1443 return op;
1522} 1444}
1523 1445
1524/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1525 * 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.
1526 * 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.
1527 */ 1449 */
1528void 1450void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1452{
1531 object * 1453 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1454
1536 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1537 1456
1538 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)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1597 1516
1598object * 1517object *
1599decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1600{ 1519{
1601 object *tmp; 1520 object *tmp;
1602 player *pl;
1603 1521
1604 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1523 return op;
1606 1524
1607 if (i > op->nrof) 1525 if (i > op->nrof)
1608 i = op->nrof; 1526 i = op->nrof;
1609 1527
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1529 op->nrof -= i;
1612 else if (op->env != NULL) 1530 else if (op->env)
1613 { 1531 {
1614 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1615 * therein? 1533 * therein?
1616 */ 1534 */
1617 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1540 * and then searching the map for a player.
1623 */ 1541 */
1624 if (!tmp) 1542 if (!tmp)
1625 { 1543 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1628 break; 1547 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1548 }
1634 1549
1635 if (i < op->nrof) 1550 if (i < op->nrof)
1636 { 1551 {
1637 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1553 op->nrof -= i;
1639 if (tmp) 1554 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1642 }
1643 } 1556 }
1644 else 1557 else
1645 { 1558 {
1646 op->remove (); 1559 op->remove ();
1647 op->nrof = 0; 1560 op->nrof = 0;
1648 if (tmp) 1561 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1563 }
1653 } 1564 }
1654 else 1565 else
1655 { 1566 {
1656 object *above = op->above; 1567 object *above = op->above;
1662 op->remove (); 1573 op->remove ();
1663 op->nrof = 0; 1574 op->nrof = 0;
1664 } 1575 }
1665 1576
1666 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1669 { 1580 {
1670 if (op->nrof) 1581 if (op->nrof)
1671 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1672 else 1583 else
1677 if (op->nrof) 1588 if (op->nrof)
1678 return op; 1589 return op;
1679 else 1590 else
1680 { 1591 {
1681 op->destroy (); 1592 op->destroy ();
1682 return NULL; 1593 return 0;
1683 } 1594 }
1684} 1595}
1685 1596
1686/* 1597/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1660 if (op->nrof)
1750 { 1661 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1753 { 1664 {
1754 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1666 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1776 } 1687 }
1777 else 1688 else
1778 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1779 1690
1780 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1694 otmp->update_stats ();
1784 1695
1785 op->map = NULL; 1696 op->map = 0;
1786 op->env = this; 1697 op->env = this;
1787 op->above = NULL; 1698 op->above = 0;
1788 op->below = NULL; 1699 op->below = 0;
1789 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1790 1701
1791 /* 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 */
1792 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1793 { 1704 {
1807 { 1718 {
1808 op->below = inv; 1719 op->below = inv;
1809 op->below->above = op; 1720 op->below->above = op;
1810 inv = op; 1721 inv = op;
1811 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1812 1725
1813 return op; 1726 return op;
1814} 1727}
1815 1728
1816/* 1729/*
2006 * 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
2007 * 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
2008 * 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
2009 * to be unique. 1922 * to be unique.
2010 */ 1923 */
2011
2012object * 1924object *
2013present_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)
2014{ 1926{
2015 object * 1927 object *tmp;
2016 tmp;
2017 1928
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1931 return tmp;
2022 } 1932
2023 return NULL; 1933 return 0;
2024} 1934}
2025 1935
2026/* 1936/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2030 */ 1940 */
2031
2032object * 1941object *
2033present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2034{ 1943{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1945 if (tmp->arch == at)
2040 return tmp; 1946 return tmp;
1947
2041 return NULL; 1948 return NULL;
2042} 1949}
2043 1950
2044/* 1951/*
2045 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2046 */ 1953 */
2047void 1954void
2048flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2049{ 1956{
2050 object *
2051 tmp;
2052
2053 if (op->inv) 1957 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 { 1959 {
2056 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2058 } 1962 }
2059} /* 1963}
1964
1965/*
2060 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2061 */ 1967 */
2062void 1968void
2063unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2064{ 1970{
2065 object *
2066 tmp;
2067
2068 if (op->inv) 1971 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 { 1973 {
2071 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2073 } 1976 }
2074} 1977}
2077 * 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
2078 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2079 * 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
2080 * 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.
2081 */ 1984 */
2082
2083void 1985void
2084set_cheat (object *op) 1986set_cheat (object *op)
2085{ 1987{
2086 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2106 * 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
2107 * 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
2108 * 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
2109 * customized, changed states, etc. 2011 * customized, changed states, etc.
2110 */ 2012 */
2111
2112int 2013int
2113find_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)
2114{ 2015{
2115 int
2116 i,
2117 index = 0, flag; 2016 int index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2120 2018
2121 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2122 { 2020 {
2123 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]);
2124 if (!flag) 2022 if (!flag)
2125 altern[index++] = i; 2023 altern [index++] = i;
2126 2024
2127 /* 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.
2128 * 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.
2129 * 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 -
2130 * 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
2131 * 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
2132 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2134 */ 2032 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2034 stop = maxfree[i];
2137 } 2035 }
2036
2138 if (!index) 2037 if (!index)
2139 return -1; 2038 return -1;
2039
2140 return altern[RANDOM () % index]; 2040 return altern[RANDOM () % index];
2141} 2041}
2142 2042
2143/* 2043/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2146 * 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.
2147 * 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.
2148 */ 2048 */
2149
2150int 2049int
2151find_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)
2152{ 2051{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 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]))
2159 return i; 2054 return i;
2160 } 2055
2161 return -1; 2056 return -1;
2162} 2057}
2163 2058
2164/* 2059/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2063 */
2168static void 2064static void
2169permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2170{ 2066{
2171 int 2067 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2068 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2069
2182 tmp = arr[i]; 2070 while (--end)
2183 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2072}
2187 2073
2188/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2190 * 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
2193 * 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.
2194 */ 2080 */
2195void 2081void
2196get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2197{ 2083{
2198 int 2084 int i;
2199 i;
2200 2085
2201 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2087 search_arr[i] = i;
2204 }
2205 2088
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2092}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * 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
2220 * 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
2221 * there is capable of. 2104 * there is capable of.
2222 */ 2105 */
2223
2224int 2106int
2225find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2108{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2230 2110
2231 sint16 nx, ny; 2111 sint16 nx, ny;
2232 object * 2112 object *tmp;
2233 tmp;
2234 maptile * 2113 maptile *mp;
2235 mp;
2236 2114
2237 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2238 2116
2239 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2240 { 2118 {
2252 mp = m; 2130 mp = m;
2253 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2255 2133
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2257 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2137 max = maxfree[i];
2260 }
2261 else 2138 else
2262 { 2139 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2264 2143
2265 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2145 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2270 { 2147 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2272 { 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2275 break; 2151 break;
2276 } 2152
2277 }
2278 if (tmp) 2153 if (tmp)
2279 {
2280 return freedir[i]; 2154 return freedir[i];
2281 }
2282 } 2155 }
2283 } 2156 }
2284 } 2157 }
2158
2285 return 0; 2159 return 0;
2286} 2160}
2287 2161
2288/* 2162/*
2289 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2164 * distance between the two given objects.
2291 */ 2165 */
2292
2293int 2166int
2294distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2295{ 2168{
2296 int
2297 i;
2298
2299 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);
2300 return i;
2301} 2170}
2302 2171
2303/* 2172/*
2304 * 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
2305 * 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
2306 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2307 */ 2176 */
2308
2309int 2177int
2310find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2311{ 2179{
2312 int 2180 int q;
2313 q;
2314 2181
2315 if (y) 2182 if (y)
2316 q = x * 100 / y; 2183 q = x * 100 / y;
2317 else if (x) 2184 else if (x)
2318 q = -300 * x; 2185 q = -300 * x;
2353int 2220int
2354absdir (int d) 2221absdir (int d)
2355{ 2222{
2356 while (d < 1) 2223 while (d < 1)
2357 d += 8; 2224 d += 8;
2225
2358 while (d > 8) 2226 while (d > 8)
2359 d -= 8; 2227 d -= 8;
2228
2360 return d; 2229 return d;
2361} 2230}
2362 2231
2363/* 2232/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2366 */ 2235 */
2367 2236
2368int 2237int
2369dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2370{ 2239{
2371 int 2240 int d;
2372 d;
2373 2241
2374 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2375 if (d > 4) 2243 if (d > 4)
2376 d = 8 - d; 2244 d = 8 - d;
2245
2377 return d; 2246 return d;
2378} 2247}
2379 2248
2380/* peterm: 2249/* peterm:
2381 * 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.
2384 * 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
2385 * 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.
2386 * 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
2387 * functions. 2256 * functions.
2388 */ 2257 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2313 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2448 */ 2315 */
2449
2450
2451int 2316int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2318{
2454 sint16 dx, dy; 2319 sint16 dx, dy;
2455 int
2456 mflags; 2320 int mflags;
2457 2321
2458 if (dir < 0) 2322 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2460 2324
2461 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2474 return 0; 2338 return 0;
2475 2339
2476 /* yes, can see. */ 2340 /* yes, can see. */
2477 if (dir < 9) 2341 if (dir < 9)
2478 return 1; 2342 return 1;
2343
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 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]);
2481} 2347}
2482
2483
2484 2348
2485/* 2349/*
2486 * 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
2487 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !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));
2502} 2366}
2503 2367
2504
2505/* 2368/*
2506 * create clone from object to another 2369 * create clone from object to another
2507 */ 2370 */
2508object * 2371object *
2509object_create_clone (object *asrc) 2372object_create_clone (object *asrc)
2518 src = src->head; 2381 src = src->head;
2519 2382
2520 prev = 0; 2383 prev = 0;
2521 for (part = src; part; part = part->more) 2384 for (part = src; part; part = part->more)
2522 { 2385 {
2523 tmp = object::create (); 2386 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2387 tmp->x -= src->x;
2526 tmp->y -= src->y; 2388 tmp->y -= src->y;
2527 2389
2528 if (!part->head) 2390 if (!part->head)
2529 { 2391 {
2530 dst = tmp; 2392 dst = tmp;
2531 tmp->head = 0; 2393 tmp->head = 0;
2532 } 2394 }
2533 else 2395 else
2534 {
2535 tmp->head = dst; 2396 tmp->head = dst;
2536 }
2537 2397
2538 tmp->more = 0; 2398 tmp->more = 0;
2539 2399
2540 if (prev) 2400 if (prev)
2541 prev->more = tmp; 2401 prev->more = tmp;
2553/* 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 */
2554/* 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, */
2555/* 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. */
2556/* 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. */
2557/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2558
2559object * 2418object *
2560load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2561{ 2420{
2562 object *op; 2421 object *op;
2563 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2593 * returns NULL if no match. 2452 * returns NULL if no match.
2594 */ 2453 */
2595object * 2454object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2456{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2459 return tmp;
2603 2460
2604 return NULL; 2461 return 0;
2605} 2462}
2606 2463
2607/* 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,
2608 * otherwise return NULL. 2465 * otherwise return NULL.
2609 * 2466 *
2611 * do the desired thing. 2468 * do the desired thing.
2612 */ 2469 */
2613key_value * 2470key_value *
2614get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2615{ 2472{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2474 if (link->key == key)
2620 return link; 2475 return link;
2621 2476
2622 return NULL; 2477 return 0;
2623} 2478}
2624 2479
2625/* 2480/*
2626 * 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.
2627 * 2482 *
2667 * Returns TRUE on success. 2522 * Returns TRUE on success.
2668 */ 2523 */
2669int 2524int
2670set_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)
2671{ 2526{
2672 key_value *
2673 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2674 2528
2675 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2530 {
2677 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2678 { 2532 {
2706 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2707 2561
2708 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2709 2563
2710 if (!add_key) 2564 if (!add_key)
2711 {
2712 return FALSE; 2565 return FALSE;
2713 } 2566
2714 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2718 * should pass in "" 2571 * should pass in ""

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