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Comparing deliantra/server/common/object.C (file contents):
Revision 1.60 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %" I64_PFd "\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
555 487
556 if (is_freed) 488 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
558 490
559 if (is_removed) 491 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
561 493
562 if (op2->speed < 0) 494 if (speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
564 496
565 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
566 if (op2->key_values) 498 if (key_values)
567 { 499 {
568 key_value *tail = 0; 500 key_value *tail = 0;
569 key_value *i; 501 key_value *i;
570 502
571 op->key_values = 0; 503 dst->key_values = 0;
572 504
573 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
574 { 506 {
575 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
576 508
577 new_link->next = 0; 509 new_link->next = 0;
578 new_link->key = i->key; 510 new_link->key = i->key;
579 new_link->value = i->value; 511 new_link->value = i->value;
580 512
581 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
582 if (!op->key_values) 514 if (!dst->key_values)
583 { 515 {
584 op->key_values = new_link; 516 dst->key_values = new_link;
585 tail = new_link; 517 tail = new_link;
586 } 518 }
587 else 519 else
588 { 520 {
589 tail->next = new_link; 521 tail->next = new_link;
590 tail = new_link; 522 tail = new_link;
591 } 523 }
592 } 524 }
593 } 525 }
594 526
595 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;
596} 536}
597 537
598/* 538/*
599 * 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
600 * 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
708 op->active_next = NULL; 648 op->active_next = NULL;
709 op->active_prev = NULL; 649 op->active_prev = NULL;
710} 650}
711 651
712/* 652/*
713 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
715 * 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
716 * invisible object, etc...) 656 * invisible object, etc...)
717 * 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
718 * 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
719 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
720 * 660 *
721 * 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.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 662 * current action are:
727 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
729 * 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
730 * 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.
731 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
732 */ 668 */
733
734void 669void
735update_object (object *op, int action) 670update_object (object *op, int action)
736{ 671{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
739 673
740 if (op == NULL) 674 if (op == NULL)
741 { 675 {
742 /* this should never happen */ 676 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 678 return;
745 } 679 }
746 680
747 if (op->env != NULL) 681 if (op->env)
748 { 682 {
749 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
750 * to do in this case. 684 * to do in this case.
751 */ 685 */
752 return; 686 return;
757 */ 691 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 692 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 693 return;
760 694
761 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
762 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)
763 { 697 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 699#ifdef MANY_CORES
766 abort (); 700 abort ();
767#endif 701#endif
768 return; 702 return;
769 } 703 }
770 704
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
778 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
779 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* 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
802 * to have move_allow right now. 722 * to have move_allow right now.
803 */ 723 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 726 m.flags_ = P_NEED_UPDATE;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 727 }
810
811 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 730 * that is being removed.
814 */ 731 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
817 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
819 else 736 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 738
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 739 if (op->more)
829 update_object (op->more, action); 740 update_object (op->more, action);
830} 741}
831 742
832object::vector object::mortals;
833object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
834object *object::first; 744object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847 745
848object::object () 746object::object ()
849{ 747{
850 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
851 749
900 * this function to succeed. 798 * this function to succeed.
901 * 799 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground. 801 * inventory to the ground.
904 */ 802 */
905void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
906{ 805{
907 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])
908 return; 818 return;
909 819
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
911 remove_friendly_object (this);
912
913 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove_ob (this);
915
916 SET_FLAG (this, FLAG_FREED);
917
918 if (more)
919 {
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923
924 if (inv)
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 821
966 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
967 { 823 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 825
981 map = freed_map; 837 map = freed_map;
982 x = 1; 838 x = 1;
983 y = 1; 839 y = 1;
984 } 840 }
985 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
986 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
987 owner = 0; 847 owner = 0;
988 enemy = 0; 848 enemy = 0;
989 attacked_by = 0; 849 attacked_by = 0;
990 850
994 /* Remove object from the active list */ 854 /* Remove object from the active list */
995 speed = 0; 855 speed = 0;
996 update_ob_speed (this); 856 update_ob_speed (this);
997 857
998 unlink (); 858 unlink ();
859}
999 860
1000 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 ();
1001} 923}
1002 924
1003/* 925/*
1004 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1005 * 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)).
1015 op->carrying -= weight; 937 op->carrying -= weight;
1016 op = op->env; 938 op = op->env;
1017 } 939 }
1018} 940}
1019 941
1020/* remove_ob(op): 942/* op->remove ():
1021 * 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
1022 * 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
1023 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 947 * the previous environment.
1029object::remove () 951object::remove ()
1030{ 952{
1031 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1032 object *otmp; 954 object *otmp;
1033 955
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 957 return;
1038 958
1039 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1040 961
1041 if (more) 962 if (more)
1042 more->remove (); 963 more->remove ();
1043 964
1044 /* 965 /*
1054 975
1055 /* 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
1056 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 978 * to save cpu time.
1058 */ 979 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 981 otmp->update_stats ();
1061 982
1062 if (above != NULL) 983 if (above != NULL)
1063 above->below = below; 984 above->below = below;
1064 else 985 else
1065 env->inv = below; 986 env->inv = below;
1084 1005
1085 /* link the object above us */ 1006 /* link the object above us */
1086 if (above) 1007 if (above)
1087 above->below = below; 1008 above->below = below;
1088 else 1009 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1010 map->at (x, y).top = below; /* we were top, set new top */
1090 1011
1091 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1092 if (below) 1013 if (below)
1093 below->above = above; 1014 below->above = above;
1094 else 1015 else
1106 dump = dump_object (GET_MAP_OB (map, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1108 free (dump); 1029 free (dump);
1109 } 1030 }
1110 1031
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1032 map->at (x, y).bot = above; /* goes on above it. */
1112 } 1033 }
1113 1034
1114 above = 0; 1035 above = 0;
1115 below = 0; 1036 below = 0;
1116 1037
1117 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1118 return; 1039 return;
1119 1040
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1042
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1123 { 1044 {
1124 /* 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
1125 * being removed. 1046 * being removed.
1131 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1132 * appropriately. 1053 * appropriately.
1133 */ 1054 */
1134 if (tmp->container == this) 1055 if (tmp->container == this)
1135 { 1056 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1137 tmp->container = 0; 1058 tmp->container = 0;
1138 } 1059 }
1139 1060
1140 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1141 } 1063 }
1142 1064
1143 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1144 if (check_walk_off 1066 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1159 last = tmp; 1081 last = tmp;
1160 } 1082 }
1161 1083
1162 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1163 if (!last) 1085 if (!last)
1164 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1087 else
1174 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1175 1089
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1178 } 1092 }
1179} 1093}
1180 1094
1181/* 1095/*
1190merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1191{ 1105{
1192 if (!op->nrof) 1106 if (!op->nrof)
1193 return 0; 1107 return 0;
1194 1108
1195 if (top == NULL) 1109 if (top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1197 1112
1198 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1199 { 1114 {
1200 if (top == op) 1115 if (top == op)
1201 continue; 1116 continue;
1202 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1203 { 1119 {
1204 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1205 1121
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob (op); 1124 op->destroy ();
1209 free_object (op);
1210 return top; 1125 return top;
1211 } 1126 }
1212 } 1127 }
1213 1128
1214 return 0; 1129 return 0;
1253 * Return value: 1168 * Return value:
1254 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1171 * just 'op' otherwise
1257 */ 1172 */
1258
1259object * 1173object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1175{
1262 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1263 sint16 x, y; 1177 sint16 x, y;
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump); 1212 free (dump);
1299 return op; 1213 return op;
1300 } 1214 }
1301 1215
1302 if (op->more != NULL) 1216 if (op->more)
1303 { 1217 {
1304 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1305 1219
1306 object *more = op->more; 1220 object *more = op->more;
1307 1221
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 { 1238 {
1325 if (!op->head) 1239 if (!op->head)
1326 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");
1327 1241
1328 return NULL; 1242 return 0;
1329 } 1243 }
1330 } 1244 }
1331 1245
1332 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1247
1341 1255
1342 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1343 */ 1257 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1345 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)
1346 if (CAN_MERGE (op, tmp)) 1260 if (object::can_merge (op, tmp))
1347 { 1261 {
1348 op->nrof += tmp->nrof; 1262 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1263 tmp->destroy ();
1350 free_object (tmp);
1351 } 1264 }
1352 1265
1353 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 */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1268
1368 op->below = originator->below; 1281 op->below = originator->below;
1369 1282
1370 if (op->below) 1283 if (op->below)
1371 op->below->above = op; 1284 op->below->above = op;
1372 else 1285 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bot = op;
1374 1287
1375 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1376 originator->below = op; 1289 originator->below = op;
1377 } 1290 }
1378 else 1291 else
1424 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1339 * stacking is a bit odd.
1427 */ 1340 */
1428 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1429 (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))
1430 { 1343 {
1431 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1346 break;
1434 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1457 1370
1458 if (op->above) 1371 if (op->above)
1459 op->above->below = op; 1372 op->above->below = op;
1460 1373
1461 op->below = NULL; 1374 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bot = op;
1463 } 1376 }
1464 else 1377 else
1465 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1466 op->above = top->above; 1379 op->above = top->above;
1467 1380
1471 op->below = top; 1384 op->below = top;
1472 top->above = op; 1385 top->above = op;
1473 } 1386 }
1474 1387
1475 if (op->above == NULL) 1388 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1478 1391
1479 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1481 1394
1482 /* 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
1483 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1484 */ 1397 */
1485 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1486 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 ())
1487 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1488 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1489 1402
1490 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1496 * 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
1497 * of effect may be sufficient. 1410 * of effect may be sufficient.
1498 */ 1411 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1501 1414
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1504 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1505 /* 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,
1506 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1507 * 1422 *
1508 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1426 * update_object().
1513 1428
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1431 {
1517 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1518 return NULL; 1433 return 0;
1519 1434
1520 /* 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
1521 * walk on's. 1436 * walk on's.
1522 */ 1437 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1525 return NULL; 1440 return 0;
1526 } 1441 }
1527 1442
1528 return op; 1443 return op;
1529} 1444}
1530 1445
1531/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1532 * 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.
1533 * 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.
1534 */ 1449 */
1535void 1450void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1452{
1538 object * 1453 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1454
1543 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1544 1456
1545 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)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 { 1459 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1460
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1462
1556 tmp1->x = op->x; 1463 tmp1->x = op->x;
1557 tmp1->y = op->y; 1464 tmp1->y = op->y;
1567 */ 1474 */
1568 1475
1569object * 1476object *
1570get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1571{ 1478{
1572 object * 1479 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1481
1577 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1578 { 1483 {
1579 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);
1580 return NULL; 1485 return NULL;
1581 } 1486 }
1582 1487
1583 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1584 1489
1585 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1586 { 1491 orig_ob->destroy (1);
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed) 1492 else if (!is_removed)
1592 { 1493 {
1593 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 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)
1615 1516
1616object * 1517object *
1617decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1618{ 1519{
1619 object *tmp; 1520 object *tmp;
1620 player *pl;
1621 1521
1622 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1623 return op; 1523 return op;
1624 1524
1625 if (i > op->nrof) 1525 if (i > op->nrof)
1626 i = op->nrof; 1526 i = op->nrof;
1627 1527
1628 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i; 1529 op->nrof -= i;
1630 else if (op->env != NULL) 1530 else if (op->env)
1631 { 1531 {
1632 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1633 * therein? 1533 * therein?
1634 */ 1534 */
1635 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1636 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player. 1540 * and then searching the map for a player.
1641 */ 1541 */
1642 if (!tmp) 1542 if (!tmp)
1643 { 1543 for_all_players (pl)
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1646 break; 1547 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 } 1548 }
1652 1549
1653 if (i < op->nrof) 1550 if (i < op->nrof)
1654 { 1551 {
1655 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i; 1553 op->nrof -= i;
1657 if (tmp) 1554 if (tmp)
1658 {
1659 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1660 }
1661 } 1556 }
1662 else 1557 else
1663 { 1558 {
1664 remove_ob (op); 1559 op->remove ();
1665 op->nrof = 0; 1560 op->nrof = 0;
1666 if (tmp) 1561 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1669 }
1670 } 1563 }
1671 } 1564 }
1672 else 1565 else
1673 { 1566 {
1674 object *above = op->above; 1567 object *above = op->above;
1675 1568
1676 if (i < op->nrof) 1569 if (i < op->nrof)
1677 op->nrof -= i; 1570 op->nrof -= i;
1678 else 1571 else
1679 { 1572 {
1680 remove_ob (op); 1573 op->remove ();
1681 op->nrof = 0; 1574 op->nrof = 0;
1682 } 1575 }
1683 1576
1684 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1686 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1687 { 1580 {
1688 if (op->nrof) 1581 if (op->nrof)
1689 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1690 else 1583 else
1694 1587
1695 if (op->nrof) 1588 if (op->nrof)
1696 return op; 1589 return op;
1697 else 1590 else
1698 { 1591 {
1699 free_object (op); 1592 op->destroy ();
1700 return NULL; 1593 return 0;
1701 } 1594 }
1702} 1595}
1703 1596
1704/* 1597/*
1705 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1767 if (op->nrof) 1660 if (op->nrof)
1768 { 1661 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1771 { 1664 {
1772 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1666 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1793 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1794 } 1687 }
1795 else 1688 else
1796 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1797 1690
1798 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1799 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp); 1694 otmp->update_stats ();
1802 1695
1803 op->map = NULL; 1696 op->map = 0;
1804 op->env = this; 1697 op->env = this;
1805 op->above = NULL; 1698 op->above = 0;
1806 op->below = NULL; 1699 op->below = 0;
1807 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1808 1701
1809 /* 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 */
1810 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1811 { 1704 {
1812#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1813 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);
1814#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1816 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1817 } 1710 }
1818 1711
1819 /* 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.
1820 * It sure simplifies this function... 1713 * It sure simplifies this function...
1825 { 1718 {
1826 op->below = inv; 1719 op->below = inv;
1827 op->below->above = op; 1720 op->below->above = op;
1828 inv = op; 1721 inv = op;
1829 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1830 1725
1831 return op; 1726 return op;
1832} 1727}
1833 1728
1834/* 1729/*
1886 1781
1887 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1889 */ 1784 */
1890 1785
1891 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)
1892 { 1787 {
1893 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1894 * 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,
1895 * we don't need to check all of them. 1790 * we don't need to check all of them.
1896 */ 1791 */
1951/* 1846/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1955 */ 1850 */
1956
1957object * 1851object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1852present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1853{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1854 if (m == NULL || out_of_map (m, x, y))
1964 { 1855 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1857 return NULL;
1967 } 1858 }
1859
1968 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)
1969 if (tmp->arch == at) 1861 if (tmp->arch == at)
1970 return tmp; 1862 return tmp;
1863
1971 return NULL; 1864 return NULL;
1972} 1865}
1973 1866
1974/* 1867/*
1975 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1978 */ 1871 */
1979
1980object * 1872object *
1981present (unsigned char type, maptile *m, int x, int y) 1873present (unsigned char type, maptile *m, int x, int y)
1982{ 1874{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1875 if (out_of_map (m, x, y))
1987 { 1876 {
1988 LOG (llevError, "Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1878 return NULL;
1990 } 1879 }
1880
1991 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)
1992 if (tmp->type == type) 1882 if (tmp->type == type)
1993 return tmp; 1883 return tmp;
1884
1994 return NULL; 1885 return NULL;
1995} 1886}
1996 1887
1997/* 1888/*
1998 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2001 */ 1892 */
2002
2003object * 1893object *
2004present_in_ob (unsigned char type, const object *op) 1894present_in_ob (unsigned char type, const object *op)
2005{ 1895{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1897 if (tmp->type == type)
2011 return tmp; 1898 return tmp;
1899
2012 return NULL; 1900 return NULL;
2013} 1901}
2014 1902
2015/* 1903/*
2016 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2024 * 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
2025 * 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
2026 * 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
2027 * to be unique. 1915 * to be unique.
2028 */ 1916 */
2029
2030object * 1917object *
2031present_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)
2032{ 1919{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1922 return tmp;
2040 } 1923
2041 return NULL; 1924 return 0;
2042} 1925}
2043 1926
2044/* 1927/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2048 */ 1931 */
2049
2050object * 1932object *
2051present_arch_in_ob (const archetype *at, const object *op) 1933present_arch_in_ob (const archetype *at, const object *op)
2052{ 1934{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 if (tmp->arch == at) 1936 if (tmp->arch == at)
2058 return tmp; 1937 return tmp;
1938
2059 return NULL; 1939 return NULL;
2060} 1940}
2061 1941
2062/* 1942/*
2063 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2064 */ 1944 */
2065void 1945void
2066flag_inv (object *op, int flag) 1946flag_inv (object *op, int flag)
2067{ 1947{
2068 object *
2069 tmp;
2070
2071 if (op->inv) 1948 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2073 { 1950 {
2074 SET_FLAG (tmp, flag); 1951 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1952 flag_inv (tmp, flag);
2076 } 1953 }
2077} /* 1954}
1955
1956/*
2078 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2079 */ 1958 */
2080void 1959void
2081unflag_inv (object *op, int flag) 1960unflag_inv (object *op, int flag)
2082{ 1961{
2083 object *
2084 tmp;
2085
2086 if (op->inv) 1962 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088 { 1964 {
2089 CLEAR_FLAG (tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1966 unflag_inv (tmp, flag);
2091 } 1967 }
2092} 1968}
2095 * 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
2096 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2097 * 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
2098 * 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.
2099 */ 1975 */
2100
2101void 1976void
2102set_cheat (object *op) 1977set_cheat (object *op)
2103{ 1978{
2104 SET_FLAG (op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2124 * 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
2125 * 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
2126 * 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
2127 * customized, changed states, etc. 2002 * customized, changed states, etc.
2128 */ 2003 */
2129
2130int 2004int
2131find_free_spot (const object *ob, maptile *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)
2132{ 2006{
2133 int
2134 i,
2135 index = 0, flag; 2007 int index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2138 2009
2139 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2140 { 2011 {
2141 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]);
2142 if (!flag) 2013 if (!flag)
2143 altern[index++] = i; 2014 altern [index++] = i;
2144 2015
2145 /* 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.
2146 * 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.
2147 * 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 -
2148 * 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
2149 * 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
2150 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2152 */ 2023 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2154 stop = maxfree[i]; 2025 stop = maxfree[i];
2155 } 2026 }
2027
2156 if (!index) 2028 if (!index)
2157 return -1; 2029 return -1;
2030
2158 return altern[RANDOM () % index]; 2031 return altern[RANDOM () % index];
2159} 2032}
2160 2033
2161/* 2034/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2164 * 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.
2165 * 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.
2166 */ 2039 */
2167
2168int 2040int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 2041find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 2042{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2043 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 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]))
2177 return i; 2045 return i;
2178 } 2046
2179 return -1; 2047 return -1;
2180} 2048}
2181 2049
2182/* 2050/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2054 */
2186static void 2055static void
2187permute (int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2188{ 2057{
2189 int 2058 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2059 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2060
2200 tmp = arr[i]; 2061 while (--end)
2201 arr[i] = arr[j]; 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2063}
2205 2064
2206/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2208 * 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
2211 * 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.
2212 */ 2071 */
2213void 2072void
2214get_search_arr (int *search_arr) 2073get_search_arr (int *search_arr)
2215{ 2074{
2216 int 2075 int i;
2217 i;
2218 2076
2219 for (i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2078 search_arr[i] = i;
2222 }
2223 2079
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2083}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * 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
2238 * 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
2239 * there is capable of. 2095 * there is capable of.
2240 */ 2096 */
2241
2242int 2097int
2243find_dir (maptile *m, int x, int y, object *exclude) 2098find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2099{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2248 2101
2249 sint16 nx, ny; 2102 sint16 nx, ny;
2250 object * 2103 object *tmp;
2251 tmp;
2252 maptile * 2104 maptile *mp;
2253 mp;
2254 2105
2255 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2256 2107
2257 if (exclude && exclude->head) 2108 if (exclude && exclude->head)
2258 { 2109 {
2270 mp = m; 2121 mp = m;
2271 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2272 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2273 2124
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2275 if (mflags & P_OUT_OF_MAP) 2127 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2128 max = maxfree[i];
2278 }
2279 else 2129 else
2280 { 2130 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2282 2134
2283 if ((move_type & blocked) == move_type) 2135 if ((move_type & blocked) == move_type)
2284 {
2285 max = maxfree[i]; 2136 max = maxfree[i];
2286 }
2287 else if (mflags & P_IS_ALIVE) 2137 else if (mflags & P_IS_ALIVE)
2288 { 2138 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2290 { 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2293 break; 2142 break;
2294 } 2143
2295 }
2296 if (tmp) 2144 if (tmp)
2297 {
2298 return freedir[i]; 2145 return freedir[i];
2299 }
2300 } 2146 }
2301 } 2147 }
2302 } 2148 }
2149
2303 return 0; 2150 return 0;
2304} 2151}
2305 2152
2306/* 2153/*
2307 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2155 * distance between the two given objects.
2309 */ 2156 */
2310
2311int 2157int
2312distance (const object *ob1, const object *ob2) 2158distance (const object *ob1, const object *ob2)
2313{ 2159{
2314 int
2315 i;
2316
2317 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);
2318 return i;
2319} 2161}
2320 2162
2321/* 2163/*
2322 * 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
2323 * 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
2324 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2325 */ 2167 */
2326
2327int 2168int
2328find_dir_2 (int x, int y) 2169find_dir_2 (int x, int y)
2329{ 2170{
2330 int 2171 int q;
2331 q;
2332 2172
2333 if (y) 2173 if (y)
2334 q = x * 100 / y; 2174 q = x * 100 / y;
2335 else if (x) 2175 else if (x)
2336 q = -300 * x; 2176 q = -300 * x;
2371int 2211int
2372absdir (int d) 2212absdir (int d)
2373{ 2213{
2374 while (d < 1) 2214 while (d < 1)
2375 d += 8; 2215 d += 8;
2216
2376 while (d > 8) 2217 while (d > 8)
2377 d -= 8; 2218 d -= 8;
2219
2378 return d; 2220 return d;
2379} 2221}
2380 2222
2381/* 2223/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2384 */ 2226 */
2385 2227
2386int 2228int
2387dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2388{ 2230{
2389 int 2231 int d;
2390 d;
2391 2232
2392 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2393 if (d > 4) 2234 if (d > 4)
2394 d = 8 - d; 2235 d = 8 - d;
2236
2395 return d; 2237 return d;
2396} 2238}
2397 2239
2398/* peterm: 2240/* peterm:
2399 * 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.
2402 * 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
2403 * 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.
2404 * 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
2405 * functions. 2247 * functions.
2406 */ 2248 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2304 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2466 */ 2306 */
2467
2468
2469int 2307int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2309{
2472 sint16 dx, dy; 2310 sint16 dx, dy;
2473 int
2474 mflags; 2311 int mflags;
2475 2312
2476 if (dir < 0) 2313 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2478 2315
2479 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2492 return 0; 2329 return 0;
2493 2330
2494 /* yes, can see. */ 2331 /* yes, can see. */
2495 if (dir < 9) 2332 if (dir < 9)
2496 return 1; 2333 return 1;
2334
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 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]);
2499} 2338}
2500
2501
2502 2339
2503/* 2340/*
2504 * 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
2505 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !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));
2520} 2357}
2521 2358
2522
2523/* 2359/*
2524 * create clone from object to another 2360 * create clone from object to another
2525 */ 2361 */
2526object * 2362object *
2527object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2528{ 2364{
2529 object *
2530 dst = NULL, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2531 2366
2532 if (!asrc) 2367 if (!asrc)
2533 return NULL; 2368 return 0;
2369
2534 src = asrc; 2370 src = asrc;
2535 if (src->head) 2371 if (src->head)
2536 src = src->head; 2372 src = src->head;
2537 2373
2538 prev = NULL; 2374 prev = 0;
2539 for (part = src; part; part = part->more) 2375 for (part = src; part; part = part->more)
2540 { 2376 {
2541 tmp = get_object (); 2377 tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x; 2378 tmp->x -= src->x;
2544 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2545 if (!part->head) 2381 if (!part->head)
2546 { 2382 {
2547 dst = tmp; 2383 dst = tmp;
2548 tmp->head = NULL; 2384 tmp->head = 0;
2549 } 2385 }
2550 else 2386 else
2551 {
2552 tmp->head = dst; 2387 tmp->head = dst;
2553 } 2388
2554 tmp->more = NULL; 2389 tmp->more = 0;
2390
2555 if (prev) 2391 if (prev)
2556 prev->more = tmp; 2392 prev->more = tmp;
2393
2557 prev = tmp; 2394 prev = tmp;
2558 } 2395 }
2559 2396
2560 for (item = src->inv; item; item = item->below) 2397 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2567/* 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 */
2568/* 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, */
2569/* 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. */
2570/* 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. */
2571/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2572
2573object * 2409object *
2574load_object_str (const char *obstr) 2410load_object_str (const char *obstr)
2575{ 2411{
2576 object *op; 2412 object *op;
2577 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2587 } 2423 }
2588 2424
2589 fprintf (tempfile, obstr); 2425 fprintf (tempfile, obstr);
2590 fclose (tempfile); 2426 fclose (tempfile);
2591 2427
2592 op = get_object (); 2428 op = object::create ();
2593 2429
2594 object_thawer thawer (filename); 2430 object_thawer thawer (filename);
2595 2431
2596 if (thawer) 2432 if (thawer)
2597 load_object (thawer, op, 0); 2433 load_object (thawer, op, 0);
2607 * returns NULL if no match. 2443 * returns NULL if no match.
2608 */ 2444 */
2609object * 2445object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2447{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2449 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2450 return tmp;
2617 2451
2618 return NULL; 2452 return 0;
2619} 2453}
2620 2454
2621/* 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,
2622 * otherwise return NULL. 2456 * otherwise return NULL.
2623 * 2457 *
2625 * do the desired thing. 2459 * do the desired thing.
2626 */ 2460 */
2627key_value * 2461key_value *
2628get_ob_key_link (const object *ob, const char *key) 2462get_ob_key_link (const object *ob, const char *key)
2629{ 2463{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2464 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2465 if (link->key == key)
2634 return link; 2466 return link;
2635 2467
2636 return NULL; 2468 return 0;
2637} 2469}
2638 2470
2639/* 2471/*
2640 * 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.
2641 * 2473 *
2681 * Returns TRUE on success. 2513 * Returns TRUE on success.
2682 */ 2514 */
2683int 2515int
2684set_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)
2685{ 2517{
2686 key_value *
2687 field = NULL, *last = NULL; 2518 key_value *field = NULL, *last = NULL;
2688 2519
2689 for (field = op->key_values; field != NULL; field = field->next) 2520 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2521 {
2691 if (field->key != canonical_key) 2522 if (field->key != canonical_key)
2692 { 2523 {
2720 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2721 2552
2722 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2723 2554
2724 if (!add_key) 2555 if (!add_key)
2725 {
2726 return FALSE; 2556 return FALSE;
2727 } 2557
2728 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2732 * should pass in "" 2562 * should pass in ""

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