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Comparing deliantra/server/common/object.C (file contents):
Revision 1.63 by root, Tue Dec 12 20:53:02 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
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 ();
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 op->remove ();
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 op->destroy (0);
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)).
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 op->remove ();
1209 op->destroy (0); 1124 op->destroy ();
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 tmp->remove ();
1350 tmp->destroy (0); 1263 tmp->destroy ();
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 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1459 tmp->destroy ();
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;
1611 1516
1612object * 1517object *
1613decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1614{ 1519{
1615 object *tmp; 1520 object *tmp;
1616 player *pl;
1617 1521
1618 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1619 return op; 1523 return op;
1620 1524
1621 if (i > op->nrof) 1525 if (i > op->nrof)
1622 i = op->nrof; 1526 i = op->nrof;
1623 1527
1624 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i; 1529 op->nrof -= i;
1626 else if (op->env != NULL) 1530 else if (op->env)
1627 { 1531 {
1628 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1629 * therein? 1533 * therein?
1630 */ 1534 */
1631 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1632 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player. 1540 * and then searching the map for a player.
1637 */ 1541 */
1638 if (!tmp) 1542 if (!tmp)
1639 { 1543 for_all_players (pl)
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1642 break; 1547 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 } 1548 }
1648 1549
1649 if (i < op->nrof) 1550 if (i < op->nrof)
1650 { 1551 {
1651 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i; 1553 op->nrof -= i;
1653 if (tmp) 1554 if (tmp)
1654 {
1655 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1656 }
1657 } 1556 }
1658 else 1557 else
1659 { 1558 {
1660 op->remove (); 1559 op->remove ();
1661 op->nrof = 0; 1560 op->nrof = 0;
1662 if (tmp) 1561 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1665 }
1666 } 1563 }
1667 } 1564 }
1668 else 1565 else
1669 { 1566 {
1670 object *above = op->above; 1567 object *above = op->above;
1676 op->remove (); 1573 op->remove ();
1677 op->nrof = 0; 1574 op->nrof = 0;
1678 } 1575 }
1679 1576
1680 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1681 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1682 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1683 { 1580 {
1684 if (op->nrof) 1581 if (op->nrof)
1685 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1686 else 1583 else
1690 1587
1691 if (op->nrof) 1588 if (op->nrof)
1692 return op; 1589 return op;
1693 else 1590 else
1694 { 1591 {
1695 op->destroy (0); 1592 op->destroy ();
1696 return NULL; 1593 return 0;
1697 } 1594 }
1698} 1595}
1699 1596
1700/* 1597/*
1701 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1763 if (op->nrof) 1660 if (op->nrof)
1764 { 1661 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1767 { 1664 {
1768 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1769 (client needs the original object) */ 1666 (client needs the original object) */
1770 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1789 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1790 } 1687 }
1791 else 1688 else
1792 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1793 1690
1794 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1795 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797 fix_player (otmp); 1694 otmp->update_stats ();
1798 1695
1799 op->map = NULL; 1696 op->map = 0;
1800 op->env = this; 1697 op->env = this;
1801 op->above = NULL; 1698 op->above = 0;
1802 op->below = NULL; 1699 op->below = 0;
1803 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1804 1701
1805 /* 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 */
1806 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1807 { 1704 {
1808#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1809 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);
1810#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1811 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1812 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1813 } 1710 }
1814 1711
1815 /* 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.
1816 * It sure simplifies this function... 1713 * It sure simplifies this function...
1821 { 1718 {
1822 op->below = inv; 1719 op->below = inv;
1823 op->below->above = op; 1720 op->below->above = op;
1824 inv = op; 1721 inv = op;
1825 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1826 1725
1827 return op; 1726 return op;
1828} 1727}
1829 1728
1830/* 1729/*
1882 1781
1883 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1884 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1885 */ 1784 */
1886 1785
1887 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)
1888 { 1787 {
1889 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1890 * 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,
1891 * we don't need to check all of them. 1790 * we don't need to check all of them.
1892 */ 1791 */
1947/* 1846/*
1948 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1949 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1950 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1951 */ 1850 */
1952
1953object * 1851object *
1954present_arch (const archetype *at, maptile *m, int x, int y) 1852present_arch (const archetype *at, maptile *m, int x, int y)
1955{ 1853{
1956 object *
1957 tmp;
1958
1959 if (m == NULL || out_of_map (m, x, y)) 1854 if (m == NULL || out_of_map (m, x, y))
1960 { 1855 {
1961 LOG (llevError, "Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1962 return NULL; 1857 return NULL;
1963 } 1858 }
1859
1964 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)
1965 if (tmp->arch == at) 1861 if (tmp->arch == at)
1966 return tmp; 1862 return tmp;
1863
1967 return NULL; 1864 return NULL;
1968} 1865}
1969 1866
1970/* 1867/*
1971 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1972 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1974 */ 1871 */
1975
1976object * 1872object *
1977present (unsigned char type, maptile *m, int x, int y) 1873present (unsigned char type, maptile *m, int x, int y)
1978{ 1874{
1979 object *
1980 tmp;
1981
1982 if (out_of_map (m, x, y)) 1875 if (out_of_map (m, x, y))
1983 { 1876 {
1984 LOG (llevError, "Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1985 return NULL; 1878 return NULL;
1986 } 1879 }
1880
1987 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)
1988 if (tmp->type == type) 1882 if (tmp->type == type)
1989 return tmp; 1883 return tmp;
1884
1990 return NULL; 1885 return NULL;
1991} 1886}
1992 1887
1993/* 1888/*
1994 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1995 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
1996 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1997 */ 1892 */
1998
1999object * 1893object *
2000present_in_ob (unsigned char type, const object *op) 1894present_in_ob (unsigned char type, const object *op)
2001{ 1895{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 if (tmp->type == type) 1897 if (tmp->type == type)
2007 return tmp; 1898 return tmp;
1899
2008 return NULL; 1900 return NULL;
2009} 1901}
2010 1902
2011/* 1903/*
2012 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2020 * 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
2021 * 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
2022 * 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
2023 * to be unique. 1915 * to be unique.
2024 */ 1916 */
2025
2026object * 1917object *
2027present_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)
2028{ 1919{
2029 object *
2030 tmp;
2031
2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 {
2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035 return tmp; 1922 return tmp;
2036 } 1923
2037 return NULL; 1924 return 0;
2038} 1925}
2039 1926
2040/* 1927/*
2041 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2042 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2043 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2044 */ 1931 */
2045
2046object * 1932object *
2047present_arch_in_ob (const archetype *at, const object *op) 1933present_arch_in_ob (const archetype *at, const object *op)
2048{ 1934{
2049 object *
2050 tmp;
2051
2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2053 if (tmp->arch == at) 1936 if (tmp->arch == at)
2054 return tmp; 1937 return tmp;
1938
2055 return NULL; 1939 return NULL;
2056} 1940}
2057 1941
2058/* 1942/*
2059 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2060 */ 1944 */
2061void 1945void
2062flag_inv (object *op, int flag) 1946flag_inv (object *op, int flag)
2063{ 1947{
2064 object *
2065 tmp;
2066
2067 if (op->inv) 1948 if (op->inv)
2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2069 { 1950 {
2070 SET_FLAG (tmp, flag); 1951 SET_FLAG (tmp, flag);
2071 flag_inv (tmp, flag); 1952 flag_inv (tmp, flag);
2072 } 1953 }
2073} /* 1954}
1955
1956/*
2074 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2075 */ 1958 */
2076void 1959void
2077unflag_inv (object *op, int flag) 1960unflag_inv (object *op, int flag)
2078{ 1961{
2079 object *
2080 tmp;
2081
2082 if (op->inv) 1962 if (op->inv)
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 { 1964 {
2085 CLEAR_FLAG (tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2086 unflag_inv (tmp, flag); 1966 unflag_inv (tmp, flag);
2087 } 1967 }
2088} 1968}
2091 * 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
2092 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2093 * 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
2094 * 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.
2095 */ 1975 */
2096
2097void 1976void
2098set_cheat (object *op) 1977set_cheat (object *op)
2099{ 1978{
2100 SET_FLAG (op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2101 flag_inv (op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2120 * 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
2121 * 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
2122 * 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
2123 * customized, changed states, etc. 2002 * customized, changed states, etc.
2124 */ 2003 */
2125
2126int 2004int
2127find_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)
2128{ 2006{
2129 int
2130 i,
2131 index = 0, flag; 2007 int index = 0, flag;
2132 static int
2133 altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2134 2009
2135 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2136 { 2011 {
2137 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]);
2138 if (!flag) 2013 if (!flag)
2139 altern[index++] = i; 2014 altern [index++] = i;
2140 2015
2141 /* 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.
2142 * 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.
2143 * 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 -
2144 * 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
2145 * 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
2146 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2148 */ 2023 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2150 stop = maxfree[i]; 2025 stop = maxfree[i];
2151 } 2026 }
2027
2152 if (!index) 2028 if (!index)
2153 return -1; 2029 return -1;
2030
2154 return altern[RANDOM () % index]; 2031 return altern[RANDOM () % index];
2155} 2032}
2156 2033
2157/* 2034/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2159 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2160 * 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.
2161 * 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.
2162 */ 2039 */
2163
2164int 2040int
2165find_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)
2166{ 2042{
2167 int
2168 i;
2169
2170 for (i = 0; i < SIZEOFFREE; i++) 2043 for (int i = 0; i < SIZEOFFREE; i++)
2171 {
2172 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]))
2173 return i; 2045 return i;
2174 } 2046
2175 return -1; 2047 return -1;
2176} 2048}
2177 2049
2178/* 2050/*
2179 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2180 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2181 */ 2054 */
2182static void 2055static void
2183permute (int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2184{ 2057{
2185 int 2058 arr += begin;
2186 i,
2187 j,
2188 tmp,
2189 len;
2190
2191 len = end - begin; 2059 end -= begin;
2192 for (i = begin; i < end; i++)
2193 {
2194 j = begin + RANDOM () % len;
2195 2060
2196 tmp = arr[i]; 2061 while (--end)
2197 arr[i] = arr[j]; 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2198 arr[j] = tmp;
2199 }
2200} 2063}
2201 2064
2202/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2203 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2204 * 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
2207 * 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.
2208 */ 2071 */
2209void 2072void
2210get_search_arr (int *search_arr) 2073get_search_arr (int *search_arr)
2211{ 2074{
2212 int 2075 int i;
2213 i;
2214 2076
2215 for (i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2216 {
2217 search_arr[i] = i; 2078 search_arr[i] = i;
2218 }
2219 2079
2220 permute (search_arr, 1, SIZEOFFREE1 + 1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223} 2083}
2232 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2233 * 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
2234 * 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
2235 * there is capable of. 2095 * there is capable of.
2236 */ 2096 */
2237
2238int 2097int
2239find_dir (maptile *m, int x, int y, object *exclude) 2098find_dir (maptile *m, int x, int y, object *exclude)
2240{ 2099{
2241 int
2242 i,
2243 max = SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2244 2101
2245 sint16 nx, ny; 2102 sint16 nx, ny;
2246 object * 2103 object *tmp;
2247 tmp;
2248 maptile * 2104 maptile *mp;
2249 mp;
2250 2105
2251 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2252 2107
2253 if (exclude && exclude->head) 2108 if (exclude && exclude->head)
2254 { 2109 {
2266 mp = m; 2121 mp = m;
2267 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2268 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2269 2124
2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2271 if (mflags & P_OUT_OF_MAP) 2127 if (mflags & P_OUT_OF_MAP)
2272 {
2273 max = maxfree[i]; 2128 max = maxfree[i];
2274 }
2275 else 2129 else
2276 { 2130 {
2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2278 2134
2279 if ((move_type & blocked) == move_type) 2135 if ((move_type & blocked) == move_type)
2280 {
2281 max = maxfree[i]; 2136 max = maxfree[i];
2282 }
2283 else if (mflags & P_IS_ALIVE) 2137 else if (mflags & P_IS_ALIVE)
2284 { 2138 {
2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2286 { 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2288 {
2289 break; 2142 break;
2290 } 2143
2291 }
2292 if (tmp) 2144 if (tmp)
2293 {
2294 return freedir[i]; 2145 return freedir[i];
2295 }
2296 } 2146 }
2297 } 2147 }
2298 } 2148 }
2149
2299 return 0; 2150 return 0;
2300} 2151}
2301 2152
2302/* 2153/*
2303 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2304 * distance between the two given objects. 2155 * distance between the two given objects.
2305 */ 2156 */
2306
2307int 2157int
2308distance (const object *ob1, const object *ob2) 2158distance (const object *ob1, const object *ob2)
2309{ 2159{
2310 int
2311 i;
2312
2313 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);
2314 return i;
2315} 2161}
2316 2162
2317/* 2163/*
2318 * 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
2319 * 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
2320 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2321 */ 2167 */
2322
2323int 2168int
2324find_dir_2 (int x, int y) 2169find_dir_2 (int x, int y)
2325{ 2170{
2326 int 2171 int q;
2327 q;
2328 2172
2329 if (y) 2173 if (y)
2330 q = x * 100 / y; 2174 q = x * 100 / y;
2331 else if (x) 2175 else if (x)
2332 q = -300 * x; 2176 q = -300 * x;
2367int 2211int
2368absdir (int d) 2212absdir (int d)
2369{ 2213{
2370 while (d < 1) 2214 while (d < 1)
2371 d += 8; 2215 d += 8;
2216
2372 while (d > 8) 2217 while (d > 8)
2373 d -= 8; 2218 d -= 8;
2219
2374 return d; 2220 return d;
2375} 2221}
2376 2222
2377/* 2223/*
2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2380 */ 2226 */
2381 2227
2382int 2228int
2383dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2384{ 2230{
2385 int 2231 int d;
2386 d;
2387 2232
2388 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2389 if (d > 4) 2234 if (d > 4)
2390 d = 8 - d; 2235 d = 8 - d;
2236
2391 return d; 2237 return d;
2392} 2238}
2393 2239
2394/* peterm: 2240/* peterm:
2395 * 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.
2398 * 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
2399 * 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.
2400 * 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
2401 * functions. 2247 * functions.
2402 */ 2248 */
2403
2404int
2405 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2406 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2407 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2408 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2409 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2410 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2458 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2459 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2460 * can see a direct way to get it 2304 * can see a direct way to get it
2461 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2462 */ 2306 */
2463
2464
2465int 2307int
2466can_see_monsterP (maptile *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2467{ 2309{
2468 sint16 dx, dy; 2310 sint16 dx, dy;
2469 int
2470 mflags; 2311 int mflags;
2471 2312
2472 if (dir < 0) 2313 if (dir < 0)
2473 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2474 2315
2475 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2488 return 0; 2329 return 0;
2489 2330
2490 /* yes, can see. */ 2331 /* yes, can see. */
2491 if (dir < 9) 2332 if (dir < 9)
2492 return 1; 2333 return 1;
2334
2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2494 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]);
2495} 2338}
2496
2497
2498 2339
2499/* 2340/*
2500 * 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
2501 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2502 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2515 !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));
2516} 2357}
2517 2358
2518
2519/* 2359/*
2520 * create clone from object to another 2360 * create clone from object to another
2521 */ 2361 */
2522object * 2362object *
2523object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2532 src = src->head; 2372 src = src->head;
2533 2373
2534 prev = 0; 2374 prev = 0;
2535 for (part = src; part; part = part->more) 2375 for (part = src; part; part = part->more)
2536 { 2376 {
2537 tmp = get_object (); 2377 tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x; 2378 tmp->x -= src->x;
2540 tmp->y -= src->y; 2379 tmp->y -= src->y;
2541 2380
2542 if (!part->head) 2381 if (!part->head)
2543 { 2382 {
2544 dst = tmp; 2383 dst = tmp;
2545 tmp->head = 0; 2384 tmp->head = 0;
2546 } 2385 }
2547 else 2386 else
2548 {
2549 tmp->head = dst; 2387 tmp->head = dst;
2550 }
2551 2388
2552 tmp->more = 0; 2389 tmp->more = 0;
2553 2390
2554 if (prev) 2391 if (prev)
2555 prev->more = tmp; 2392 prev->more = tmp;
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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