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Comparing deliantra/server/common/object.C (file contents):
Revision 1.44 by root, Thu Sep 14 17:29:27 2006 UTC vs.
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195 195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
381void 362char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 3);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
554 } 467 }
555 468
556 op->key_values = 0; 469 op->key_values = 0;
557} 470}
558 471
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 472/*
611 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
614 * 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,
615 * 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
616 * will point at garbage. 478 * will point at garbage.
617 */ 479 */
618void 480void
619copy_object (object *op2, object *op) 481object::copy_to (object *dst)
620{ 482{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 485
624 op2->clone (op); 486 *(object_copy *)dst = *this;
625 487
626 if (is_freed) 488 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
628 if (is_removed) 491 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
630 493
631 if (op2->speed < 0) 494 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 496
634 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
635 if (op2->key_values) 498 if (key_values)
636 { 499 {
637 key_value *tail = 0; 500 key_value *tail = 0;
638 key_value *i; 501 key_value *i;
639 502
640 op->key_values = 0; 503 dst->key_values = 0;
641 504
642 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
643 { 506 {
644 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
645 508
646 new_link->next = 0; 509 new_link->next = 0;
647 new_link->key = i->key; 510 new_link->key = i->key;
648 new_link->value = i->value; 511 new_link->value = i->value;
649 512
650 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
651 if (!op->key_values) 514 if (!dst->key_values)
652 { 515 {
653 op->key_values = new_link; 516 dst->key_values = new_link;
654 tail = new_link; 517 tail = new_link;
655 } 518 }
656 else 519 else
657 { 520 {
658 tail->next = new_link; 521 tail->next = new_link;
659 tail = new_link; 522 tail = new_link;
660 } 523 }
661 } 524 }
662 } 525 }
663 526
664 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;
665} 536}
666 537
667/* 538/*
668 * 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
669 * 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
777 op->active_next = NULL; 648 op->active_next = NULL;
778 op->active_prev = NULL; 649 op->active_prev = NULL;
779} 650}
780 651
781/* 652/*
782 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
784 * 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
785 * invisible object, etc...) 656 * invisible object, etc...)
786 * 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
787 * 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
788 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
789 * 660 *
790 * 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.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 662 * current action are:
796 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
798 * 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
799 * 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.
800 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
801 */ 668 */
802
803void 669void
804update_object (object *op, int action) 670update_object (object *op, int action)
805{ 671{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
808 673
809 if (op == NULL) 674 if (op == NULL)
810 { 675 {
811 /* this should never happen */ 676 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 678 return;
814 } 679 }
815 680
816 if (op->env != NULL) 681 if (op->env)
817 { 682 {
818 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
819 * to do in this case. 684 * to do in this case.
820 */ 685 */
821 return; 686 return;
826 */ 691 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 692 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 693 return;
829 694
830 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 697 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 699#ifdef MANY_CORES
835 abort (); 700 abort ();
836#endif 701#endif
837 return; 702 return;
838 } 703 }
839 704
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
847 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
848 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* 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
871 * to have move_allow right now. 722 * to have move_allow right now.
872 */ 723 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 726 m.flags_ = P_NEED_UPDATE;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 727 }
879 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 730 * that is being removed.
882 */ 731 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
885 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
887 else 736 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 738
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 739 if (op->more)
897 update_object (op->more, action); 740 update_object (op->more, action);
898} 741}
899 742
900static unordered_vector<object *> mortals; 743object::vector object::objects; // not yet used
901 744object *object::first;
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 745
922object::object () 746object::object ()
923{ 747{
924 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
925 749
936{ 760{
937 count = ++ob_count; 761 count = ++ob_count;
938 uuid = gen_uuid (); 762 uuid = gen_uuid ();
939 763
940 prev = 0; 764 prev = 0;
941 next = objects; 765 next = object::first;
942 766
943 if (objects) 767 if (object::first)
944 objects->prev = this; 768 object::first->prev = this;
945 769
946 objects = this; 770 object::first = this;
947} 771}
948 772
949void object::unlink () 773void object::unlink ()
950{ 774{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == objects) 775 if (this == object::first)
955 objects = next; 776 object::first = next;
956 777
957 /* Remove this object from the list of used objects */ 778 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next; 779 if (prev) prev->next = next;
959 if (next) next->prev = prev; 780 if (next) next->prev = prev;
960 781
974 * it from the list of used objects, and puts it on the list of 795 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
977 * this function to succeed. 798 * this function to succeed.
978 * 799 *
979 * If free_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground. 801 * inventory to the ground.
981 */ 802 */
982void object::free (bool free_inventory) 803void
804object::do_destroy ()
983{ 805{
984 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])
985 return; 818 return;
986 819
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
988 remove_friendly_object (this);
989 821
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 // hack to ensure that freed objects still have a valid map
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 { 823 {
997 more->free (free_inventory); 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
998 more = 0;
999 }
1000 825
1001 if (inv) 826 if (!freed_map)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 { 827 {
1009 object *op = inv; 828 freed_map = new maptile;
1010 829
1011 while (op) 830 freed_map->name = "/internal/freed_objects_map";
1012 { 831 freed_map->width = 3;
1013 object *tmp = op->below; 832 freed_map->height = 3;
1014 op->free (free_inventory); 833
1015 op = tmp; 834 freed_map->allocate ();
1016 }
1017 } 835 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021 836
1022 while (op) 837 map = freed_map;
1023 { 838 x = 1;
1024 object *tmp = op->below; 839 y = 1;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 } 840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
1042 845
1043 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
1044 owner = 0; 847 owner = 0;
1045 enemy = 0; 848 enemy = 0;
1046 attacked_by = 0; 849 attacked_by = 0;
1047 850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
1048 /* Remove object from the active list */ 854 /* Remove object from the active list */
1049 speed = 0; 855 speed = 0;
1050 update_ob_speed (this); 856 update_ob_speed (this);
1051 857
1052 unlink (); 858 unlink ();
859}
1053 860
1054 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 ();
1055} 923}
1056 924
1057/* 925/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1059 * 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)).
1060 */ 928 */
1061
1062void 929void
1063sub_weight (object *op, signed long weight) 930sub_weight (object *op, signed long weight)
1064{ 931{
1065 while (op != NULL) 932 while (op != NULL)
1066 { 933 {
1067 if (op->type == CONTAINER) 934 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 936
1071 op->carrying -= weight; 937 op->carrying -= weight;
1072 op = op->env; 938 op = op->env;
1073 } 939 }
1074} 940}
1075 941
1076/* remove_ob(op): 942/* op->remove ():
1077 * 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
1078 * 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
1079 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 947 * the previous environment.
1082 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1083 */ 949 */
1084
1085void 950void
1086remove_ob (object *op) 951object::remove ()
1087{ 952{
953 object *tmp, *last = 0;
1088 object * 954 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 955
1094 tag_t
1095 tag;
1096 int
1097 check_walk_off;
1098 mapstruct *
1099 m;
1100
1101 sint16
1102 x,
1103 y;
1104
1105 if (QUERY_FLAG (op, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 957 return;
1107 958
1108 SET_FLAG (op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1109 961
1110 if (op->more != NULL) 962 if (more)
1111 remove_ob (op->more); 963 more->remove ();
1112 964
1113 /* 965 /*
1114 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1115 * inventory. 967 * inventory.
1116 */ 968 */
1117 if (op->env != NULL) 969 if (env)
1118 { 970 {
1119 if (op->nrof) 971 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 972 sub_weight (env, weight * nrof);
1121 else 973 else
1122 sub_weight (op->env, op->weight + op->carrying); 974 sub_weight (env, weight + carrying);
1123 975
1124 /* 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
1125 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 978 * to save cpu time.
1127 */ 979 */
1128 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))
1129 fix_player (otmp); 981 otmp->update_stats ();
1130 982
1131 if (op->above != NULL) 983 if (above != NULL)
1132 op->above->below = op->below; 984 above->below = below;
1133 else 985 else
1134 op->env->inv = op->below; 986 env->inv = below;
1135 987
1136 if (op->below != NULL) 988 if (below != NULL)
1137 op->below->above = op->above; 989 below->above = above;
1138 990
1139 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1140 * 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
1141 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
1142 */ 994 */
1143 op->x = op->env->x, op->y = op->env->y; 995 x = env->x, y = env->y;
1144 op->map = op->env->map; 996 map = env->map;
1145 op->above = NULL, op->below = NULL; 997 above = 0, below = 0;
1146 op->env = NULL; 998 env = 0;
1147 } 999 }
1148 else if (op->map) 1000 else if (map)
1149 { 1001 {
1150 x = op->x;
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1157 op->map->path, op->x, op->y);
1158 /* in old days, we used to set x and y to 0 and continue.
1159 * it seems if we get into this case, something is probablye
1160 * screwed up and should be fixed.
1161 */
1162 abort ();
1163 }
1164
1165 if (op->map != m)
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1167 op->map->path, m->path, op->x, op->y, x, y);
1168
1169 /* 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
1170 * lots of logic for things we no longer care about 1003 * lots of logic for things we no longer care about
1171 */ 1004 */
1172 1005
1173 /* link the object above us */ 1006 /* link the object above us */
1174 if (op->above) 1007 if (above)
1175 op->above->below = op->below; 1008 above->below = below;
1176 else 1009 else
1177 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 */
1178 1011
1179 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1180 if (op->below) 1013 if (below)
1181 op->below->above = op->above; 1014 below->above = above;
1182 else 1015 else
1183 { 1016 {
1184 /* 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
1185 * use translated coordinates in case some oddness with map tiling is 1018 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1019 * evident
1187 */ 1020 */
1188 if (GET_MAP_OB (m, x, y) != op) 1021 if (GET_MAP_OB (map, x, y) != this)
1189 { 1022 {
1190 dump_object (op); 1023 char *dump = dump_object (this);
1191 LOG (llevError, 1024 LOG (llevError,
1192 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1026 free (dump);
1193 dump_object (GET_MAP_OB (m, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1194 LOG (llevError, "%s\n", errmsg); 1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1195 } 1030 }
1196 1031
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1032 map->at (x, y).bot = above; /* goes on above it. */
1198 } 1033 }
1199 1034
1200 op->above = 0; 1035 above = 0;
1201 op->below = 0; 1036 below = 0;
1202 1037
1203 if (op->map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1204 return; 1039 return;
1205 1040
1206 tag = op->count; 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1042
1209 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)
1210 { 1044 {
1211 /* 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
1212 * being removed. 1046 * being removed.
1213 */ 1047 */
1214 1048
1215 if (tmp->type == PLAYER && tmp != op) 1049 if (tmp->type == PLAYER && tmp != this)
1216 { 1050 {
1217 /* If a container that the player is currently using somehow gets 1051 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1219 * appropriately. 1053 * appropriately.
1220 */ 1054 */
1221 if (tmp->container == op) 1055 if (tmp->container == this)
1222 { 1056 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1058 tmp->container = 0;
1225 } 1059 }
1226 1060
1227 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1228 } 1063 }
1229 1064
1230 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1231 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1066 if (check_walk_off
1067 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1069 {
1233 move_apply (tmp, op, NULL); 1070 move_apply (tmp, this, 0);
1234 1071
1235 if (was_destroyed (op, tag)) 1072 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1074 }
1240 1075
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1077
1243 if (tmp->above == tmp) 1078 if (tmp->above == tmp)
1244 tmp->above = NULL; 1079 tmp->above = 0;
1245 1080
1246 last = tmp; 1081 last = tmp;
1247 } 1082 }
1248 1083
1249 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1250 if (last == NULL) 1085 if (!last)
1251 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1252 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254 * those out anyways, and if there are any flags set right now, they won't
1255 * be correct anyways.
1256 */
1257 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258 update_position (op->map, op->x, op->y);
1259 }
1260 else 1087 else
1261 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1262 1089
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1265 } 1092 }
1266} 1093}
1267 1094
1268/* 1095/*
1269 * merge_ob(op,top): 1096 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1278{ 1105{
1279 if (!op->nrof) 1106 if (!op->nrof)
1280 return 0; 1107 return 0;
1281 1108
1282 if (top == NULL) 1109 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1284 1112
1285 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1286 { 1114 {
1287 if (top == op) 1115 if (top == op)
1288 continue; 1116 continue;
1289 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1290 { 1119 {
1291 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1292 1121
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1124 op->destroy ();
1296 free_object (op);
1297 return top; 1125 return top;
1298 } 1126 }
1299 } 1127 }
1300 1128
1301 return NULL; 1129 return 0;
1302} 1130}
1303 1131
1304/* 1132/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1307 */ 1135 */
1308object * 1136object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1138{
1311 object *tmp; 1139 object *tmp;
1312 1140
1313 if (op->head) 1141 if (op->head)
1314 op = op->head; 1142 op = op->head;
1340 * Return value: 1168 * Return value:
1341 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1171 * just 'op' otherwise
1344 */ 1172 */
1345
1346object * 1173object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1175{
1349 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1350 sint16 x, y; 1177 sint16 x, y;
1351 1178
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1179 if (QUERY_FLAG (op, FLAG_FREED))
1355 return NULL; 1182 return NULL;
1356 } 1183 }
1357 1184
1358 if (m == NULL) 1185 if (m == NULL)
1359 { 1186 {
1360 dump_object (op); 1187 char *dump = dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1362 return op; 1190 return op;
1363 } 1191 }
1364 1192
1365 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1366 { 1194 {
1367 dump_object (op); 1195 char *dump = dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1369#ifdef MANY_CORES 1197#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1198 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting 1199 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1200 * improperly inserted.
1373 */ 1201 */
1374 abort (); 1202 abort ();
1375#endif 1203#endif
1204 free (dump);
1376 return op; 1205 return op;
1377 } 1206 }
1378 1207
1379 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 { 1209 {
1381 dump_object (op); 1210 char *dump = dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1383 return op; 1213 return op;
1384 } 1214 }
1385 1215
1386 if (op->more != NULL) 1216 if (op->more)
1387 { 1217 {
1388 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1389 1219
1390 object *more = op->more; 1220 object *more = op->more;
1391 1221
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 { 1238 {
1409 if (!op->head) 1239 if (!op->head)
1410 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");
1411 1241
1412 return NULL; 1242 return 0;
1413 } 1243 }
1414 } 1244 }
1415 1245
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1247
1425 1255
1426 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1427 */ 1257 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1429 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)
1430 if (CAN_MERGE (op, tmp)) 1260 if (object::can_merge (op, tmp))
1431 { 1261 {
1432 op->nrof += tmp->nrof; 1262 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1263 tmp->destroy ();
1434 free_object (tmp);
1435 } 1264 }
1436 1265
1437 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 */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1268
1452 op->below = originator->below; 1281 op->below = originator->below;
1453 1282
1454 if (op->below) 1283 if (op->below)
1455 op->below->above = op; 1284 op->below->above = op;
1456 else 1285 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bot = op;
1458 1287
1459 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1460 originator->below = op; 1289 originator->below = op;
1461 } 1290 }
1462 else 1291 else
1508 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1339 * stacking is a bit odd.
1511 */ 1340 */
1512 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1513 (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))
1514 { 1343 {
1515 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1346 break;
1518 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1541 1370
1542 if (op->above) 1371 if (op->above)
1543 op->above->below = op; 1372 op->above->below = op;
1544 1373
1545 op->below = NULL; 1374 op->below = NULL;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bot = op;
1547 } 1376 }
1548 else 1377 else
1549 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1550 op->above = top->above; 1379 op->above = top->above;
1551 1380
1555 op->below = top; 1384 op->below = top;
1556 top->above = op; 1385 top->above = op;
1557 } 1386 }
1558 1387
1559 if (op->above == NULL) 1388 if (op->above == NULL)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1562 1391
1563 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1564 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1565 1394
1566 /* 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
1567 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1568 */ 1397 */
1569 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1570 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 ())
1571 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1573 1402
1574 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1575 * 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
1576 * 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
1577 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1407 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1409 * or just updating the P_NEED_UPDATE for spaces within this area
1581 * of effect may be sufficient. 1410 * of effect may be sufficient.
1582 */ 1411 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1585 1414
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1588 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1589 /* 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,
1590 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1591 * 1422 *
1592 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1426 * update_object().
1597 1428
1598 /* 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 */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1431 {
1601 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1602 return NULL; 1433 return 0;
1603 1434
1604 /* 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
1605 * walk on's. 1436 * walk on's.
1606 */ 1437 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1609 return NULL; 1440 return 0;
1610 } 1441 }
1611 1442
1612 return op; 1443 return op;
1613} 1444}
1614 1445
1615/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1616 * 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.
1617 * 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.
1618 */ 1449 */
1619void 1450void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1452{
1622 object * 1453 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1454
1627 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1628 1456
1629 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)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1459 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1460
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1462
1640 tmp1->x = op->x; 1463 tmp1->x = op->x;
1641 tmp1->y = op->y; 1464 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1643} 1466}
1651 */ 1474 */
1652 1475
1653object * 1476object *
1654get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1655{ 1478{
1656 object * 1479 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1481
1661 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1662 { 1483 {
1663 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);
1664 return NULL; 1485 return NULL;
1665 } 1486 }
1666 1487
1667 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1668 1489
1669 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1670 { 1491 orig_ob->destroy (1);
1671 if (!is_removed)
1672 remove_ob (orig_ob);
1673 free_object2 (orig_ob, 1);
1674 }
1675 else if (!is_removed) 1492 else if (!is_removed)
1676 { 1493 {
1677 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 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)
1699 1516
1700object * 1517object *
1701decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1702{ 1519{
1703 object *tmp; 1520 object *tmp;
1704 player *pl;
1705 1521
1706 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1523 return op;
1708 1524
1709 if (i > op->nrof) 1525 if (i > op->nrof)
1710 i = op->nrof; 1526 i = op->nrof;
1711 1527
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1529 op->nrof -= i;
1714 else if (op->env != NULL) 1530 else if (op->env)
1715 { 1531 {
1716 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1717 * therein? 1533 * therein?
1718 */ 1534 */
1719 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1540 * and then searching the map for a player.
1725 */ 1541 */
1726 if (!tmp) 1542 if (!tmp)
1727 { 1543 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1730 break; 1547 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1548 }
1736 1549
1737 if (i < op->nrof) 1550 if (i < op->nrof)
1738 { 1551 {
1739 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1553 op->nrof -= i;
1741 if (tmp) 1554 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1744 }
1745 } 1556 }
1746 else 1557 else
1747 { 1558 {
1748 remove_ob (op); 1559 op->remove ();
1749 op->nrof = 0; 1560 op->nrof = 0;
1750 if (tmp) 1561 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1563 }
1755 } 1564 }
1756 else 1565 else
1757 { 1566 {
1758 object *above = op->above; 1567 object *above = op->above;
1759 1568
1760 if (i < op->nrof) 1569 if (i < op->nrof)
1761 op->nrof -= i; 1570 op->nrof -= i;
1762 else 1571 else
1763 { 1572 {
1764 remove_ob (op); 1573 op->remove ();
1765 op->nrof = 0; 1574 op->nrof = 0;
1766 } 1575 }
1767 1576
1768 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1771 { 1580 {
1772 if (op->nrof) 1581 if (op->nrof)
1773 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1774 else 1583 else
1778 1587
1779 if (op->nrof) 1588 if (op->nrof)
1780 return op; 1589 return op;
1781 else 1590 else
1782 { 1591 {
1783 free_object (op); 1592 op->destroy ();
1784 return NULL; 1593 return 0;
1785 } 1594 }
1786} 1595}
1787 1596
1788/* 1597/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1801 op->carrying += weight; 1610 op->carrying += weight;
1802 op = op->env; 1611 op = op->env;
1803 } 1612 }
1804} 1613}
1805 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1806/* 1635/*
1807 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1808 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1809 * inside the object environment. 1638 * inside the object environment.
1810 * 1639 *
1811 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812 * the inventory at the last position or next to other objects of the same
1813 * type.
1814 * Frank: Now sorted by type, archetype and magic!
1815 *
1816 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1818 */ 1642 */
1819 1643
1820object * 1644object *
1821insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1822{ 1646{
1823 object * 1647 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1648
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1650 op->remove ();
1829 dump_object (op);
1830 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831 return op;
1832 }
1833
1834 if (where == NULL)
1835 {
1836 dump_object (op);
1837 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838 return op;
1839 }
1840
1841 if (where->head)
1842 {
1843 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844 where = where->head;
1845 }
1846 1651
1847 if (op->more) 1652 if (op->more)
1848 { 1653 {
1849 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);
1850 return op; 1655 return op;
1852 1657
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1660 if (op->nrof)
1856 { 1661 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1859 { 1664 {
1860 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1666 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1865 */ 1670 */
1866 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1869 op = tmp; 1674 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1677 break;
1873 } 1678 }
1874 1679
1875 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1878 * 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
1879 * the linking below 1684 * the linking below
1880 */ 1685 */
1881 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1882 } 1687 }
1883 else 1688 else
1884 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1885 1690
1886 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1694 otmp->update_stats ();
1891 }
1892 1695
1893 op->map = NULL; 1696 op->map = 0;
1894 op->env = where; 1697 op->env = this;
1895 op->above = NULL; 1698 op->above = 0;
1896 op->below = NULL; 1699 op->below = 0;
1897 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1898 1701
1899 /* 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 */
1900 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1901 { 1704 {
1902#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1903 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);
1904#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1907 } 1710 }
1908 1711
1909 /* 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.
1910 * It sure simplifies this function... 1713 * It sure simplifies this function...
1911 */ 1714 */
1912 if (where->inv == NULL) 1715 if (!inv)
1913 where->inv = op; 1716 inv = op;
1914 else 1717 else
1915 { 1718 {
1916 op->below = where->inv; 1719 op->below = inv;
1917 op->below->above = op; 1720 op->below->above = op;
1918 where->inv = op; 1721 inv = op;
1919 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1920 return op; 1726 return op;
1921} 1727}
1922 1728
1923/* 1729/*
1924 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1942 */ 1748 */
1943 1749
1944int 1750int
1945check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
1946{ 1752{
1947 object * 1753 object *tmp;
1948 tmp; 1754 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1755 int x = op->x, y = op->y;
1955 1756
1956 MoveType 1757 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1758
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1760 return 0;
1963
1964 tag = op->count;
1965 1761
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1765
1985 1781
1986 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1988 */ 1784 */
1989 1785
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1991 { 1787 {
1992 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1789 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1790 * we don't need to check all of them.
1995 */ 1791 */
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1828 {
2033 move_apply (tmp, op, originator); 1829 move_apply (tmp, op, originator);
2034 1830
2035 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
2036 return 1; 1832 return 1;
2037 1833
2038 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
2050/* 1846/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2054 */ 1850 */
2055
2056object * 1851object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1852present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1853{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1854 if (m == NULL || out_of_map (m, x, y))
2063 { 1855 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1857 return NULL;
2066 } 1858 }
1859
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068 if (tmp->arch == at) 1861 if (tmp->arch == at)
2069 return tmp; 1862 return tmp;
1863
2070 return NULL; 1864 return NULL;
2071} 1865}
2072 1866
2073/* 1867/*
2074 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
2077 */ 1871 */
2078
2079object * 1872object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1873present (unsigned char type, maptile *m, int x, int y)
2081{ 1874{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1875 if (out_of_map (m, x, y))
2086 { 1876 {
2087 LOG (llevError, "Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1878 return NULL;
2089 } 1879 }
1880
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2091 if (tmp->type == type) 1882 if (tmp->type == type)
2092 return tmp; 1883 return tmp;
1884
2093 return NULL; 1885 return NULL;
2094} 1886}
2095 1887
2096/* 1888/*
2097 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2100 */ 1892 */
2101
2102object * 1893object *
2103present_in_ob (unsigned char type, const object *op) 1894present_in_ob (unsigned char type, const object *op)
2104{ 1895{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1897 if (tmp->type == type)
2110 return tmp; 1898 return tmp;
1899
2111 return NULL; 1900 return NULL;
2112} 1901}
2113 1902
2114/* 1903/*
2115 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1912 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the 1913 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name 1914 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1915 * to be unique.
2127 */ 1916 */
2128
2129object * 1917object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1918present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1919{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1922 return tmp;
2139 } 1923
2140 return NULL; 1924 return 0;
2141} 1925}
2142 1926
2143/* 1927/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2147 */ 1931 */
2148
2149object * 1932object *
2150present_arch_in_ob (const archetype *at, const object *op) 1933present_arch_in_ob (const archetype *at, const object *op)
2151{ 1934{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1936 if (tmp->arch == at)
2157 return tmp; 1937 return tmp;
1938
2158 return NULL; 1939 return NULL;
2159} 1940}
2160 1941
2161/* 1942/*
2162 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2163 */ 1944 */
2164void 1945void
2165flag_inv (object *op, int flag) 1946flag_inv (object *op, int flag)
2166{ 1947{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1948 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1950 {
2173 SET_FLAG (tmp, flag); 1951 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1952 flag_inv (tmp, flag);
2175 } 1953 }
2176} /* 1954}
1955
1956/*
2177 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2178 */ 1958 */
2179void 1959void
2180unflag_inv (object *op, int flag) 1960unflag_inv (object *op, int flag)
2181{ 1961{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1962 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1964 {
2188 CLEAR_FLAG (tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1966 unflag_inv (tmp, flag);
2190 } 1967 }
2191} 1968}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 1973 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function. 1974 * him/her-self and all object carried by a call to this function.
2198 */ 1975 */
2199
2200void 1976void
2201set_cheat (object *op) 1977set_cheat (object *op)
2202{ 1978{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 2002 * customized, changed states, etc.
2227 */ 2003 */
2228
2229int 2004int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 2006{
2232 int
2233 i,
2234 index = 0, flag; 2007 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2237 2009
2238 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2239 { 2011 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 2013 if (!flag)
2242 altern[index++] = i; 2014 altern [index++] = i;
2243 2015
2244 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2251 */ 2023 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2025 stop = maxfree[i];
2254 } 2026 }
2027
2255 if (!index) 2028 if (!index)
2256 return -1; 2029 return -1;
2030
2257 return altern[RANDOM () % index]; 2031 return altern[RANDOM () % index];
2258} 2032}
2259 2033
2260/* 2034/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2037 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2038 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2039 */
2266
2267int 2040int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2041find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2042{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2043 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2045 return i;
2277 } 2046
2278 return -1; 2047 return -1;
2279} 2048}
2280 2049
2281/* 2050/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2054 */
2285static void 2055static void
2286permute (int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2287{ 2057{
2288 int 2058 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2059 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2060
2299 tmp = arr[i]; 2061 while (--end)
2300 arr[i] = arr[j]; 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2063}
2304 2064
2305/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2307 * the spaces to find monsters. In this way, it won't always look for 2067 * the spaces to find monsters. In this way, it won't always look for
2310 * the 3x3 area will be searched, just not in a predictable order. 2070 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2071 */
2312void 2072void
2313get_search_arr (int *search_arr) 2073get_search_arr (int *search_arr)
2314{ 2074{
2315 int 2075 int i;
2316 i;
2317 2076
2318 for (i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2078 search_arr[i] = i;
2321 }
2322 2079
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2083}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2336 * is actually want is going to try and move there. We need this info 2093 * is actually want is going to try and move there. We need this info
2337 * because we have to know what movement the thing looking to move 2094 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2095 * there is capable of.
2339 */ 2096 */
2340
2341int 2097int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2098find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2099{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2347 2101
2348 sint16 nx, ny; 2102 sint16 nx, ny;
2349 object * 2103 object *tmp;
2350 tmp; 2104 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2105
2354 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2355 2107
2356 if (exclude && exclude->head) 2108 if (exclude && exclude->head)
2357 { 2109 {
2369 mp = m; 2121 mp = m;
2370 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2372 2124
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2374 if (mflags & P_OUT_OF_MAP) 2127 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2128 max = maxfree[i];
2377 }
2378 else 2129 else
2379 { 2130 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2381 2134
2382 if ((move_type & blocked) == move_type) 2135 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2136 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2137 else if (mflags & P_IS_ALIVE)
2387 { 2138 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2390 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2142 break;
2393 } 2143
2394 }
2395 if (tmp) 2144 if (tmp)
2396 {
2397 return freedir[i]; 2145 return freedir[i];
2398 }
2399 } 2146 }
2400 } 2147 }
2401 } 2148 }
2149
2402 return 0; 2150 return 0;
2403} 2151}
2404 2152
2405/* 2153/*
2406 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2155 * distance between the two given objects.
2408 */ 2156 */
2409
2410int 2157int
2411distance (const object *ob1, const object *ob2) 2158distance (const object *ob1, const object *ob2)
2412{ 2159{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2160 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2161}
2419 2162
2420/* 2163/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2164 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another 2165 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2424 */ 2167 */
2425
2426int 2168int
2427find_dir_2 (int x, int y) 2169find_dir_2 (int x, int y)
2428{ 2170{
2429 int 2171 int q;
2430 q;
2431 2172
2432 if (y) 2173 if (y)
2433 q = x * 100 / y; 2174 q = x * 100 / y;
2434 else if (x) 2175 else if (x)
2435 q = -300 * x; 2176 q = -300 * x;
2470int 2211int
2471absdir (int d) 2212absdir (int d)
2472{ 2213{
2473 while (d < 1) 2214 while (d < 1)
2474 d += 8; 2215 d += 8;
2216
2475 while (d > 8) 2217 while (d > 8)
2476 d -= 8; 2218 d -= 8;
2219
2477 return d; 2220 return d;
2478} 2221}
2479 2222
2480/* 2223/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2483 */ 2226 */
2484 2227
2485int 2228int
2486dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2487{ 2230{
2488 int 2231 int d;
2489 d;
2490 2232
2491 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2492 if (d > 4) 2234 if (d > 4)
2493 d = 8 - d; 2235 d = 8 - d;
2236
2494 return d; 2237 return d;
2495} 2238}
2496 2239
2497/* peterm: 2240/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2501 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2247 * functions.
2505 */ 2248 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2304 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2565 */ 2306 */
2566
2567
2568int 2307int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2309{
2571 sint16 dx, dy; 2310 sint16 dx, dy;
2572 int
2573 mflags; 2311 int mflags;
2574 2312
2575 if (dir < 0) 2313 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2577 2315
2578 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2591 return 0; 2329 return 0;
2592 2330
2593 /* yes, can see. */ 2331 /* yes, can see. */
2594 if (dir < 9) 2332 if (dir < 9)
2595 return 1; 2333 return 1;
2334
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2597 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2338}
2599
2600
2601 2339
2602/* 2340/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2357}
2620 2358
2621
2622/* 2359/*
2623 * create clone from object to another 2360 * create clone from object to another
2624 */ 2361 */
2625object * 2362object *
2626object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2627{ 2364{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2366
2631 if (!asrc) 2367 if (!asrc)
2632 return NULL; 2368 return 0;
2369
2633 src = asrc; 2370 src = asrc;
2634 if (src->head) 2371 if (src->head)
2635 src = src->head; 2372 src = src->head;
2636 2373
2637 prev = NULL; 2374 prev = 0;
2638 for (part = src; part; part = part->more) 2375 for (part = src; part; part = part->more)
2639 { 2376 {
2640 tmp = get_object (); 2377 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2378 tmp->x -= src->x;
2643 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2644 if (!part->head) 2381 if (!part->head)
2645 { 2382 {
2646 dst = tmp; 2383 dst = tmp;
2647 tmp->head = NULL; 2384 tmp->head = 0;
2648 } 2385 }
2649 else 2386 else
2650 {
2651 tmp->head = dst; 2387 tmp->head = dst;
2652 } 2388
2653 tmp->more = NULL; 2389 tmp->more = 0;
2390
2654 if (prev) 2391 if (prev)
2655 prev->more = tmp; 2392 prev->more = tmp;
2393
2656 prev = tmp; 2394 prev = tmp;
2657 } 2395 }
2658 2396
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2397 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2399
2665 return dst; 2400 return dst;
2666} 2401}
2667 2402
2668/* return true if the object was destroyed, 0 otherwise */
2669int
2670was_destroyed (const object *op, tag_t old_tag)
2671{
2672 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673 * robust */
2674 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675}
2676
2677/* GROS - Creates an object using a string representing its content. */ 2403/* GROS - Creates an object using a string representing its content. */
2678
2679/* Basically, we save the content of the string to a temp file, then call */ 2404/* Basically, we save the content of the string to a temp file, then call */
2680
2681/* load_object on it. I admit it is a highly inefficient way to make things, */ 2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2682
2683/* but it was simple to make and allows reusing the load_object function. */ 2406/* but it was simple to make and allows reusing the load_object function. */
2684
2685/* Remember not to use load_object_str in a time-critical situation. */ 2407/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2688
2689object * 2409object *
2690load_object_str (const char *obstr) 2410load_object_str (const char *obstr)
2691{ 2411{
2692 object * 2412 object *op;
2693 op;
2694 char
2695 filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2696 2414
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698 2416
2699 FILE *
2700 tempfile = fopen (filename, "w"); 2417 FILE *tempfile = fopen (filename, "w");
2701 2418
2702 if (tempfile == NULL) 2419 if (tempfile == NULL)
2703 { 2420 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n"); 2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL; 2422 return NULL;
2706 } 2423 }
2707 2424
2708 fprintf (tempfile, obstr); 2425 fprintf (tempfile, obstr);
2709 fclose (tempfile); 2426 fclose (tempfile);
2710 2427
2711 op = get_object (); 2428 op = object::create ();
2712 2429
2713 object_thawer thawer (filename); 2430 object_thawer thawer (filename);
2714 2431
2715 if (thawer) 2432 if (thawer)
2716 load_object (thawer, op, 0); 2433 load_object (thawer, op, 0);
2726 * returns NULL if no match. 2443 * returns NULL if no match.
2727 */ 2444 */
2728object * 2445object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2447{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2449 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2450 return tmp;
2737 2451
2738 return NULL; 2452 return 0;
2739} 2453}
2740 2454
2741/* If ob has a field named key, return the link from the list, 2455/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2456 * otherwise return NULL.
2743 * 2457 *
2745 * do the desired thing. 2459 * do the desired thing.
2746 */ 2460 */
2747key_value * 2461key_value *
2748get_ob_key_link (const object *ob, const char *key) 2462get_ob_key_link (const object *ob, const char *key)
2749{ 2463{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2464 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2465 if (link->key == key)
2756 {
2757 return link; 2466 return link;
2758 }
2759 }
2760 2467
2761 return NULL; 2468 return 0;
2762} 2469}
2763 2470
2764/* 2471/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2472 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2473 *
2806 * Returns TRUE on success. 2513 * Returns TRUE on success.
2807 */ 2514 */
2808int 2515int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2516set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2517{
2811 key_value *
2812 field = NULL, *last = NULL; 2518 key_value *field = NULL, *last = NULL;
2813 2519
2814 for (field = op->key_values; field != NULL; field = field->next) 2520 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2521 {
2816 if (field->key != canonical_key) 2522 if (field->key != canonical_key)
2817 { 2523 {
2845 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2846 2552
2847 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2848 2554
2849 if (!add_key) 2555 if (!add_key)
2850 {
2851 return FALSE; 2556 return FALSE;
2852 } 2557
2853 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2857 * should pass in "" 2562 * should pass in ""

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