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Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
35 36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
105 _exit (1); 106 _exit (1);
106 } 107 }
107 108
108 uuid.seq = uid; 109 uuid.seq = uid;
109 write_uuid (); 110 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 112 fclose (fp);
112} 113}
113 114
114UUID 115UUID
115gen_uuid () 116gen_uuid ()
140 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
142 */ 143 */
143 144
144 /* For each field in wants, */ 145 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
146 { 147 {
147 key_value *has_field; 148 key_value *has_field;
148 149
149 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
184 * 185 *
185 * 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
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
188 * 189 *
189 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
190 * 191 *
191 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
192 * check weight 193 * check weight
193 */ 194 */
194 195
195bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
196{ 197{
197 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
198 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)
199 return 0; 204 return 0;
200 205
201 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* 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
205 * 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
206 * used to store nrof). 209 * used to store nrof).
207 */ 210 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 222
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 225
223 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
253 (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)
254 return 0; 251 return 0;
255 252
256 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 254 * check all objects in the inventory.
258 */ 255 */
261 /* 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 */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 260 return 0;
264 261
265 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 264 return 0;
268 265
269 /* 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
270 * if it is valid. 267 * if it is valid.
271 */ 268 */
355 op = op->env; 352 op = op->env;
356 return op; 353 return op;
357} 354}
358 355
359/* 356/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 358 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
378 */ 360 */
379 361
380void 362char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 363dump_object (object *op)
436{ 364{
437 if (op == NULL) 365 if (!op)
438 { 366 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 367
446void 368 object_freezer freezer;
447dump_all_objects (void) 369 save_object (freezer, op, 1);
448{ 370 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 371}
457 372
458/* 373/*
459 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
480 */ 395 */
481 396
482object * 397object *
483find_object (tag_t i) 398find_object (tag_t i)
484{ 399{
485 object *op;
486
487 for (op = object::first; op != NULL; op = op->next) 400 for (object *op = object::first; op; op = op->next)
488 if (op->count == i) 401 if (op->count == i)
489 break; 402 return op;
403
490 return op; 404 return 0;
491} 405}
492 406
493/* 407/*
494 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
553 } 467 }
554 468
555 op->key_values = 0; 469 op->key_values = 0;
556} 470}
557 471
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 472/*
610 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
613 * 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,
614 * 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
615 * will point at garbage. 478 * will point at garbage.
616 */ 479 */
617void 480void
618copy_object (object *op2, object *op) 481object::copy_to (object *dst)
619{ 482{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 485
623 op2->clone (op); 486 *(object_copy *)dst = *this;
624 487
625 if (is_freed) 488 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
627 if (is_removed) 491 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
629 493
630 if (op2->speed < 0) 494 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 496
633 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
634 if (op2->key_values) 498 if (key_values)
635 { 499 {
636 key_value *tail = 0; 500 key_value *tail = 0;
637 key_value *i; 501 key_value *i;
638 502
639 op->key_values = 0; 503 dst->key_values = 0;
640 504
641 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
642 { 506 {
643 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
644 508
645 new_link->next = 0; 509 new_link->next = 0;
646 new_link->key = i->key; 510 new_link->key = i->key;
647 new_link->value = i->value; 511 new_link->value = i->value;
648 512
649 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
650 if (!op->key_values) 514 if (!dst->key_values)
651 { 515 {
652 op->key_values = new_link; 516 dst->key_values = new_link;
653 tail = new_link; 517 tail = new_link;
654 } 518 }
655 else 519 else
656 { 520 {
657 tail->next = new_link; 521 tail->next = new_link;
658 tail = new_link; 522 tail = new_link;
659 } 523 }
660 } 524 }
661 } 525 }
662 526
663 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
664} 536}
665 537
666/* 538/*
667 * 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
668 * 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
682 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
685 */ 557 */
686void 558void
687update_ob_speed (object *op) 559object::set_speed (float speed)
688{ 560{
689 extern int arch_init; 561 extern int arch_init;
690 562
691 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated. 564 * since they never really need to be updated.
693 */ 565 */
694 566 if (flag [FLAG_FREED] && speed)
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 567 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 569 speed = 0;
702#endif
703 } 570 }
571
572 this->speed = speed;
704 573
705 if (arch_init) 574 if (arch_init)
706 return; 575 return;
707 576
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
709 { 578 {
710 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
712 return; 581 return;
713 582
714 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
715 * of the list. */ 584 * of the list. */
716 op->active_next = active_objects; 585 active_next = active_objects;
717 586
718 if (op->active_next != NULL) 587 if (active_next)
719 op->active_next->active_prev = op; 588 active_next->active_prev = this;
720 589
721 active_objects = op; 590 active_objects = this;
722 } 591 }
723 else 592 else
724 { 593 {
725 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
727 return; 596 return;
728 597
729 if (op->active_prev == NULL) 598 if (!active_prev)
730 { 599 {
731 active_objects = op->active_next; 600 active_objects = active_next;
732 601
733 if (op->active_next != NULL) 602 if (active_next)
734 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
735 } 604 }
736 else 605 else
737 { 606 {
738 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
739 608
740 if (op->active_next) 609 if (active_next)
741 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
742 } 611 }
743 612
744 op->active_next = NULL; 613 active_next = 0;
745 op->active_prev = NULL; 614 active_prev = 0;
746 } 615 }
747} 616}
748 617
749/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
750 * objects. 619 * objects.
776 op->active_next = NULL; 645 op->active_next = NULL;
777 op->active_prev = NULL; 646 op->active_prev = NULL;
778} 647}
779 648
780/* 649/*
781 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 653 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
788 * 657 *
789 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 659 * current action are:
795 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
800 */ 665 */
801
802void 666void
803update_object (object *op, int action) 667update_object (object *op, int action)
804{ 668{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
807 670
808 if (op == NULL) 671 if (op == NULL)
809 { 672 {
810 /* this should never happen */ 673 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 675 return;
813 } 676 }
814 677
815 if (op->env != NULL) 678 if (op->env)
816 { 679 {
817 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
818 * to do in this case. 681 * to do in this case.
819 */ 682 */
820 return; 683 return;
825 */ 688 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 690 return;
828 691
829 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 694 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 696#ifdef MANY_CORES
834 abort (); 697 abort ();
835#endif 698#endif
836 return; 699 return;
837 } 700 }
838 701
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
846 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
847 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 719 * to have move_allow right now.
871 */ 720 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 723 m.flags_ = P_NEED_UPDATE;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 724 }
878 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 727 * that is being removed.
881 */ 728 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
884 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
886 else 733 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 735
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 736 if (op->more)
896 update_object (op->more, action); 737 update_object (op->more, action);
897} 738}
898 739
899object::vector object::mortals;
900object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
901object *object::first; 741object *object::first;
902 742
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object () 743object::object ()
924{ 744{
925 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
926 746
927 expmul = 1.0; 747 expmul = 1.0;
947 object::first = this; 767 object::first = this;
948} 768}
949 769
950void object::unlink () 770void object::unlink ()
951{ 771{
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first) 772 if (this == object::first)
956 object::first = next; 773 object::first = next;
957 774
958 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next; 776 if (prev) prev->next = next;
968 object *op = new object; 785 object *op = new object;
969 op->link (); 786 op->link ();
970 return op; 787 return op;
971} 788}
972 789
973/* 790void
974 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 792{
985 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
986 return; 805 return;
987 806
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
989 remove_friendly_object (this);
990 808
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 809 // hack to ensure that freed objects still have a valid map
992 remove_ob (this);
993
994 SET_FLAG (this, FLAG_FREED);
995
996 if (more)
997 { 810 {
998 more->free (free_inventory); 811 static maptile *freed_map; // freed objects are moved here to avoid crashes
999 more = 0;
1000 }
1001 812
1002 if (inv) 813 if (!freed_map)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 { 814 {
1010 object *op = inv; 815 freed_map = new maptile;
1011 816
1012 while (op) 817 freed_map->name = "/internal/freed_objects_map";
1013 { 818 freed_map->width = 3;
1014 object *tmp = op->below; 819 freed_map->height = 3;
1015 op->free (free_inventory); 820
1016 op = tmp; 821 freed_map->allocate ();
1017 }
1018 } 822 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022 823
1023 while (op) 824 map = freed_map;
1024 { 825 x = 1;
1025 object *tmp = op->below; 826 y = 1;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 827 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
1043 832
1044 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
1045 owner = 0; 834 owner = 0;
1046 enemy = 0; 835 enemy = 0;
1047 attacked_by = 0; 836 attacked_by = 0;
1048 837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
1049 /* Remove object from the active list */ 841 /* Remove object from the active list */
1050 speed = 0; 842 set_speed (0);
1051 update_ob_speed (this);
1052 843
1053 unlink (); 844 unlink ();
845}
1054 846
1055 mortals.push_back (this); 847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
1056} 909}
1057 910
1058/* 911/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1061 */ 914 */
1062
1063void 915void
1064sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1065{ 917{
1066 while (op != NULL) 918 while (op != NULL)
1067 { 919 {
1071 op->carrying -= weight; 923 op->carrying -= weight;
1072 op = op->env; 924 op = op->env;
1073 } 925 }
1074} 926}
1075 927
1076/* remove_ob(op): 928/* op->remove ():
1077 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 933 * the previous environment.
1082 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1083 */ 935 */
1084
1085void 936void
1086remove_ob (object *op) 937object::remove ()
1087{ 938{
1088 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1089 object *otmp; 940 object *otmp;
1090 941
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 943 return;
1099 944
1100 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1101 947
1102 if (op->more != NULL) 948 if (more)
1103 remove_ob (op->more); 949 more->remove ();
1104 950
1105 /* 951 /*
1106 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1107 * inventory. 953 * inventory.
1108 */ 954 */
1109 if (op->env != NULL) 955 if (env)
1110 { 956 {
1111 if (op->nrof) 957 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1113 else 959 else
1114 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1115 961
1116 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 964 * to save cpu time.
1119 */ 965 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 967 otmp->update_stats ();
1122 968
1123 if (op->above != NULL) 969 if (above != NULL)
1124 op->above->below = op->below; 970 above->below = below;
1125 else 971 else
1126 op->env->inv = op->below; 972 env->inv = below;
1127 973
1128 if (op->below != NULL) 974 if (below != NULL)
1129 op->below->above = op->above; 975 below->above = above;
1130 976
1131 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1134 */ 980 */
1135 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1136 op->map = op->env->map; 982 map = env->map;
1137 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1138 op->env = NULL; 984 env = 0;
1139 } 985 }
1140 else if (op->map) 986 else if (map)
1141 { 987 {
1142 x = op->x;
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 }
1156
1157 if (op->map != m)
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had 988 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about 989 * lots of logic for things we no longer care about
1163 */ 990 */
1164 991
1165 /* link the object above us */ 992 /* link the object above us */
1166 if (op->above) 993 if (above)
1167 op->above->below = op->below; 994 above->below = below;
1168 else 995 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1170 997
1171 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1172 if (op->below) 999 if (below)
1173 op->below->above = op->above; 1000 below->above = above;
1174 else 1001 else
1175 { 1002 {
1176 /* Nothing below, which means we need to relink map object for this space 1003 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 1004 * use translated coordinates in case some oddness with map tiling is
1178 * evident 1005 * evident
1179 */ 1006 */
1180 if (GET_MAP_OB (m, x, y) != op) 1007 if (GET_MAP_OB (map, x, y) != this)
1181 { 1008 {
1182 dump_object (op); 1009 char *dump = dump_object (this);
1183 LOG (llevError, 1010 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1011 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1012 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1187 } 1016 }
1188 1017
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1190 } 1019 }
1191 1020
1192 op->above = 0; 1021 above = 0;
1193 op->below = 0; 1022 below = 0;
1194 1023
1195 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1196 return; 1025 return;
1197 1026
1198 tag = op->count; 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1028
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1202 { 1030 {
1203 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1204 * being removed. 1032 * being removed.
1205 */ 1033 */
1206 1034
1207 if (tmp->type == PLAYER && tmp != op) 1035 if (tmp->type == PLAYER && tmp != this)
1208 { 1036 {
1209 /* If a container that the player is currently using somehow gets 1037 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1211 * appropriately. 1039 * appropriately.
1212 */ 1040 */
1213 if (tmp->container == op) 1041 if (tmp->container == this)
1214 { 1042 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1044 tmp->container = 0;
1217 } 1045 }
1218 1046
1219 tmp->contr->socket.update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1220 } 1049 }
1221 1050
1222 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1055 {
1225 move_apply (tmp, op, NULL); 1056 move_apply (tmp, this, 0);
1226 1057
1227 if (was_destroyed (op, tag)) 1058 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1060 }
1232 1061
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1063
1235 if (tmp->above == tmp) 1064 if (tmp->above == tmp)
1236 tmp->above = NULL; 1065 tmp->above = 0;
1237 1066
1238 last = tmp; 1067 last = tmp;
1239 } 1068 }
1240 1069
1241 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1242 if (last == NULL) 1071 if (!last)
1243 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1073 else
1253 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1254 1075
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1257 } 1078 }
1258} 1079}
1259 1080
1260/* 1081/*
1261 * merge_ob(op,top): 1082 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1270{ 1091{
1271 if (!op->nrof) 1092 if (!op->nrof)
1272 return 0; 1093 return 0;
1273 1094
1274 if (top == NULL) 1095 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1276 1098
1277 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1278 { 1100 {
1279 if (top == op) 1101 if (top == op)
1280 continue; 1102 continue;
1281 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1282 { 1105 {
1283 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1284 1107
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1110 op->destroy ();
1288 free_object (op);
1289 return top; 1111 return top;
1290 } 1112 }
1291 } 1113 }
1292 1114
1293 return 0; 1115 return 0;
1296/* 1118/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1299 */ 1121 */
1300object * 1122object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1124{
1303 object *tmp; 1125 object *tmp;
1304 1126
1305 if (op->head) 1127 if (op->head)
1306 op = op->head; 1128 op = op->head;
1332 * Return value: 1154 * Return value:
1333 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1157 * just 'op' otherwise
1336 */ 1158 */
1337
1338object * 1159object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1161{
1341 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1163 sint16 x, y;
1343 1164
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1347 return NULL; 1168 return NULL;
1348 } 1169 }
1349 1170
1350 if (m == NULL) 1171 if (m == NULL)
1351 { 1172 {
1352 dump_object (op); 1173 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1354 return op; 1176 return op;
1355 } 1177 }
1356 1178
1357 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1358 { 1180 {
1359 dump_object (op); 1181 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1183#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1186 * improperly inserted.
1365 */ 1187 */
1366 abort (); 1188 abort ();
1367#endif 1189#endif
1190 free (dump);
1368 return op; 1191 return op;
1369 } 1192 }
1370 1193
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1195 {
1373 dump_object (op); 1196 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1375 return op; 1199 return op;
1376 } 1200 }
1377 1201
1378 if (op->more != NULL) 1202 if (op->more)
1379 { 1203 {
1380 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1381 1205
1382 object *more = op->more; 1206 object *more = op->more;
1383 1207
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1224 {
1401 if (!op->head) 1225 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1227
1404 return NULL; 1228 return 0;
1405 } 1229 }
1406 } 1230 }
1407 1231
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1233
1417 1241
1418 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1419 */ 1243 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1423 { 1247 {
1424 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1249 tmp->destroy ();
1426 free_object (tmp);
1427 } 1250 }
1428 1251
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1254
1444 op->below = originator->below; 1267 op->below = originator->below;
1445 1268
1446 if (op->below) 1269 if (op->below)
1447 op->below->above = op; 1270 op->below->above = op;
1448 else 1271 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1450 1273
1451 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1452 originator->below = op; 1275 originator->below = op;
1453 } 1276 }
1454 else 1277 else
1500 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1325 * stacking is a bit odd.
1503 */ 1326 */
1504 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1329 {
1507 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1332 break;
1510 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1533 1356
1534 if (op->above) 1357 if (op->above)
1535 op->above->below = op; 1358 op->above->below = op;
1536 1359
1537 op->below = NULL; 1360 op->below = NULL;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1539 } 1362 }
1540 else 1363 else
1541 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1542 op->above = top->above; 1365 op->above = top->above;
1543 1366
1547 op->below = top; 1370 op->below = top;
1548 top->above = op; 1371 top->above = op;
1549 } 1372 }
1550 1373
1551 if (op->above == NULL) 1374 if (op->above == NULL)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1554 1377
1555 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1556 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1557 1380
1558 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1560 */ 1383 */
1561 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1565 1388
1566 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1573 * of effect may be sufficient. 1396 * of effect may be sufficient.
1574 */ 1397 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1577 1400
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1580 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1581 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1583 * 1408 *
1584 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1412 * update_object().
1589 1414
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1417 {
1593 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1594 return NULL; 1419 return 0;
1595 1420
1596 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1422 * walk on's.
1598 */ 1423 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1601 return NULL; 1426 return 0;
1602 } 1427 }
1603 1428
1604 return op; 1429 return op;
1605} 1430}
1606 1431
1607/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1610 */ 1435 */
1611void 1436void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1438{
1614 object * 1439 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1440
1619 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1620 1442
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1445 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1446
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1448
1632 tmp1->x = op->x; 1449 tmp1->x = op->x;
1633 tmp1->y = op->y; 1450 tmp1->y = op->y;
1643 */ 1460 */
1644 1461
1645object * 1462object *
1646get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1647{ 1464{
1648 object * 1465 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1467
1653 if (orig_ob->nrof < nr) 1468 if (orig_ob->nrof < nr)
1654 { 1469 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1471 return NULL;
1657 } 1472 }
1658 1473
1659 newob = object_create_clone (orig_ob); 1474 newob = object_create_clone (orig_ob);
1660 1475
1661 if ((orig_ob->nrof -= nr) < 1) 1476 if ((orig_ob->nrof -= nr) < 1)
1662 { 1477 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1478 else if (!is_removed)
1668 { 1479 {
1669 if (orig_ob->env != NULL) 1480 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1502
1692object * 1503object *
1693decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1694{ 1505{
1695 object *tmp; 1506 object *tmp;
1696 player *pl;
1697 1507
1698 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1509 return op;
1700 1510
1701 if (i > op->nrof) 1511 if (i > op->nrof)
1702 i = op->nrof; 1512 i = op->nrof;
1703 1513
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1515 op->nrof -= i;
1706 else if (op->env != NULL) 1516 else if (op->env)
1707 { 1517 {
1708 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1709 * therein? 1519 * therein?
1710 */ 1520 */
1711 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1526 * and then searching the map for a player.
1717 */ 1527 */
1718 if (!tmp) 1528 if (!tmp)
1719 { 1529 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1722 break; 1533 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1534 }
1728 1535
1729 if (i < op->nrof) 1536 if (i < op->nrof)
1730 { 1537 {
1731 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1539 op->nrof -= i;
1733 if (tmp) 1540 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1736 }
1737 } 1542 }
1738 else 1543 else
1739 { 1544 {
1740 remove_ob (op); 1545 op->remove ();
1741 op->nrof = 0; 1546 op->nrof = 0;
1742 if (tmp) 1547 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1549 }
1747 } 1550 }
1748 else 1551 else
1749 { 1552 {
1750 object *above = op->above; 1553 object *above = op->above;
1751 1554
1752 if (i < op->nrof) 1555 if (i < op->nrof)
1753 op->nrof -= i; 1556 op->nrof -= i;
1754 else 1557 else
1755 { 1558 {
1756 remove_ob (op); 1559 op->remove ();
1757 op->nrof = 0; 1560 op->nrof = 0;
1758 } 1561 }
1759 1562
1760 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1763 { 1566 {
1764 if (op->nrof) 1567 if (op->nrof)
1765 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1766 else 1569 else
1770 1573
1771 if (op->nrof) 1574 if (op->nrof)
1772 return op; 1575 return op;
1773 else 1576 else
1774 { 1577 {
1775 free_object (op); 1578 op->destroy ();
1776 return NULL; 1579 return 0;
1777 } 1580 }
1778} 1581}
1779 1582
1780/* 1583/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1596 op->carrying += weight;
1794 op = op->env; 1597 op = op->env;
1795 } 1598 }
1796} 1599}
1797 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1798/* 1621/*
1799 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1800 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1801 * inside the object environment. 1624 * inside the object environment.
1802 * 1625 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1810 */ 1628 */
1811 1629
1812object * 1630object *
1813insert_ob_in_ob (object *op, object *where) 1631object::insert (object *op)
1814{ 1632{
1815 object * 1633 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1634
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1636 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1637
1839 if (op->more) 1638 if (op->more)
1840 { 1639 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1641 return op;
1844 1643
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1646 if (op->nrof)
1848 { 1647 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1649 if (object::can_merge (tmp, op))
1851 { 1650 {
1852 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1652 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1857 */ 1656 */
1858 add_weight (where, op->weight * op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1861 op = tmp; 1660 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1663 break;
1865 } 1664 }
1866 1665
1867 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1670 * the linking below
1872 */ 1671 */
1873 add_weight (where, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1874 } 1673 }
1875 else 1674 else
1876 add_weight (where, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1877 1676
1878 otmp = is_player_inv (where); 1677 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1678 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1680 otmp->update_stats ();
1883 }
1884 1681
1885 op->map = NULL; 1682 op->map = 0;
1886 op->env = where; 1683 op->env = this;
1887 op->above = NULL; 1684 op->above = 0;
1888 op->below = NULL; 1685 op->below = 0;
1889 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1890 1687
1891 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1689 if ((op->glow_radius != 0) && map)
1893 { 1690 {
1894#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1694 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1695 update_all_los (map, x, y);
1899 } 1696 }
1900 1697
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1699 * It sure simplifies this function...
1903 */ 1700 */
1904 if (where->inv == NULL) 1701 if (!inv)
1905 where->inv = op; 1702 inv = op;
1906 else 1703 else
1907 { 1704 {
1908 op->below = where->inv; 1705 op->below = inv;
1909 op->below->above = op; 1706 op->below->above = op;
1910 where->inv = op; 1707 inv = op;
1911 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1912 return op; 1712 return op;
1913} 1713}
1914 1714
1915/* 1715/*
1916 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1934 */ 1734 */
1935 1735
1936int 1736int
1937check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1938{ 1738{
1939 object * 1739 object *tmp;
1940 tmp; 1740 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1741 int x = op->x, y = op->y;
1947 1742
1948 MoveType 1743 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1744
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1746 return 0;
1955
1956 tag = op->count;
1957 1747
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1751
1977 1767
1978 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1980 */ 1770 */
1981 1771
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1983 { 1773 {
1984 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1776 * we don't need to check all of them.
1987 */ 1777 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1814 {
2025 move_apply (tmp, op, originator); 1815 move_apply (tmp, op, originator);
2026 1816
2027 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
2028 return 1; 1818 return 1;
2029 1819
2030 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
2042/* 1832/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
2046 */ 1836 */
2047
2048object * 1837object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1839{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
2055 { 1841 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1843 return NULL;
2058 } 1844 }
1845
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2060 if (tmp->arch == at) 1847 if (tmp->arch == at)
2061 return tmp; 1848 return tmp;
1849
2062 return NULL; 1850 return NULL;
2063} 1851}
2064 1852
2065/* 1853/*
2066 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2069 */ 1857 */
2070
2071object * 1858object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
2073{ 1860{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
2078 { 1862 {
2079 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1864 return NULL;
2081 } 1865 }
1866
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2083 if (tmp->type == type) 1868 if (tmp->type == type)
2084 return tmp; 1869 return tmp;
1870
2085 return NULL; 1871 return NULL;
2086} 1872}
2087 1873
2088/* 1874/*
2089 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2092 */ 1878 */
2093
2094object * 1879object *
2095present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
2096{ 1881{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1883 if (tmp->type == type)
2102 return tmp; 1884 return tmp;
1885
2103 return NULL; 1886 return NULL;
2104} 1887}
2105 1888
2106/* 1889/*
2107 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1901 * to be unique.
2119 */ 1902 */
2120
2121object * 1903object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1905{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1908 return tmp;
2131 } 1909
2132 return NULL; 1910 return 0;
2133} 1911}
2134 1912
2135/* 1913/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2139 */ 1917 */
2140
2141object * 1918object *
2142present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2143{ 1920{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1922 if (tmp->arch == at)
2149 return tmp; 1923 return tmp;
1924
2150 return NULL; 1925 return NULL;
2151} 1926}
2152 1927
2153/* 1928/*
2154 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2155 */ 1930 */
2156void 1931void
2157flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2158{ 1933{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1934 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1936 {
2165 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2167 } 1939 }
2168} /* 1940}
1941
1942/*
2169 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2170 */ 1944 */
2171void 1945void
2172unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2173{ 1947{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1948 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1950 {
2180 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2182 } 1953 }
2183} 1954}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2190 */ 1961 */
2191
2192void 1962void
2193set_cheat (object *op) 1963set_cheat (object *op)
2194{ 1964{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1988 * customized, changed states, etc.
2219 */ 1989 */
2220
2221int 1990int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1992{
2224 int
2225 i,
2226 index = 0, flag; 1993 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2229 1995
2230 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2231 { 1997 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1999 if (!flag)
2234 altern[index++] = i; 2000 altern [index++] = i;
2235 2001
2236 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2243 */ 2009 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 2011 stop = maxfree[i];
2246 } 2012 }
2013
2247 if (!index) 2014 if (!index)
2248 return -1; 2015 return -1;
2016
2249 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2250} 2018}
2251 2019
2252/* 2020/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2025 */
2258
2259int 2026int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2028{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2031 return i;
2269 } 2032
2270 return -1; 2033 return -1;
2271} 2034}
2272 2035
2273/* 2036/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2040 */
2277static void 2041static void
2278permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2279{ 2043{
2280 int 2044 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2045 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2046
2291 tmp = arr[i]; 2047 while (--end)
2292 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2049}
2296 2050
2297/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2057 */
2304void 2058void
2305get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2306{ 2060{
2307 int 2061 int i;
2308 i;
2309 2062
2310 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2064 search_arr[i] = i;
2313 }
2314 2065
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2069}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2081 * there is capable of.
2331 */ 2082 */
2332
2333int 2083int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2085{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2339 2087
2340 sint16 nx, ny; 2088 sint16 nx, ny;
2341 object * 2089 object *tmp;
2342 tmp; 2090 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2091
2346 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2347 2093
2348 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2349 { 2095 {
2361 mp = m; 2107 mp = m;
2362 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2364 2110
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2366 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2114 max = maxfree[i];
2369 }
2370 else 2115 else
2371 { 2116 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2373 2120
2374 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2122 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2379 { 2124 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2128 break;
2385 } 2129
2386 }
2387 if (tmp) 2130 if (tmp)
2388 {
2389 return freedir[i]; 2131 return freedir[i];
2390 }
2391 } 2132 }
2392 } 2133 }
2393 } 2134 }
2135
2394 return 0; 2136 return 0;
2395} 2137}
2396 2138
2397/* 2139/*
2398 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2141 * distance between the two given objects.
2400 */ 2142 */
2401
2402int 2143int
2403distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2404{ 2145{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2147}
2411 2148
2412/* 2149/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2416 */ 2153 */
2417
2418int 2154int
2419find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2420{ 2156{
2421 int 2157 int q;
2422 q;
2423 2158
2424 if (y) 2159 if (y)
2425 q = x * 100 / y; 2160 q = x * 100 / y;
2426 else if (x) 2161 else if (x)
2427 q = -300 * x; 2162 q = -300 * x;
2462int 2197int
2463absdir (int d) 2198absdir (int d)
2464{ 2199{
2465 while (d < 1) 2200 while (d < 1)
2466 d += 8; 2201 d += 8;
2202
2467 while (d > 8) 2203 while (d > 8)
2468 d -= 8; 2204 d -= 8;
2205
2469 return d; 2206 return d;
2470} 2207}
2471 2208
2472/* 2209/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2212 */
2476 2213
2477int 2214int
2478dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2479{ 2216{
2480 int 2217 int d;
2481 d;
2482 2218
2483 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2484 if (d > 4) 2220 if (d > 4)
2485 d = 8 - d; 2221 d = 8 - d;
2222
2486 return d; 2223 return d;
2487} 2224}
2488 2225
2489/* peterm: 2226/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2233 * functions.
2497 */ 2234 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2290 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2557 */ 2292 */
2558
2559
2560int 2293int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2295{
2563 sint16 dx, dy; 2296 sint16 dx, dy;
2564 int
2565 mflags; 2297 int mflags;
2566 2298
2567 if (dir < 0) 2299 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2569 2301
2570 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2583 return 0; 2315 return 0;
2584 2316
2585 /* yes, can see. */ 2317 /* yes, can see. */
2586 if (dir < 9) 2318 if (dir < 9)
2587 return 1; 2319 return 1;
2320
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2324}
2591
2592
2593 2325
2594/* 2326/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2343}
2612 2344
2613
2614/* 2345/*
2615 * create clone from object to another 2346 * create clone from object to another
2616 */ 2347 */
2617object * 2348object *
2618object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2619{ 2350{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2352
2623 if (!asrc) 2353 if (!asrc)
2624 return NULL; 2354 return 0;
2355
2625 src = asrc; 2356 src = asrc;
2626 if (src->head) 2357 if (src->head)
2627 src = src->head; 2358 src = src->head;
2628 2359
2629 prev = NULL; 2360 prev = 0;
2630 for (part = src; part; part = part->more) 2361 for (part = src; part; part = part->more)
2631 { 2362 {
2632 tmp = get_object (); 2363 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2364 tmp->x -= src->x;
2635 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2636 if (!part->head) 2367 if (!part->head)
2637 { 2368 {
2638 dst = tmp; 2369 dst = tmp;
2639 tmp->head = NULL; 2370 tmp->head = 0;
2640 } 2371 }
2641 else 2372 else
2642 {
2643 tmp->head = dst; 2373 tmp->head = dst;
2644 } 2374
2645 tmp->more = NULL; 2375 tmp->more = 0;
2376
2646 if (prev) 2377 if (prev)
2647 prev->more = tmp; 2378 prev->more = tmp;
2379
2648 prev = tmp; 2380 prev = tmp;
2649 } 2381 }
2650 2382
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2383 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2385
2657 return dst; 2386 return dst;
2658} 2387}
2659 2388
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2395object *
2682load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2683{ 2397{
2684 object * 2398 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2688 2400
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2402
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2403 FILE *tempfile = fopen (filename, "w");
2693 2404
2694 if (tempfile == NULL) 2405 if (tempfile == NULL)
2695 { 2406 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2408 return NULL;
2698 } 2409 }
2699 2410
2700 fprintf (tempfile, obstr); 2411 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2412 fclose (tempfile);
2702 2413
2703 op = get_object (); 2414 op = object::create ();
2704 2415
2705 object_thawer thawer (filename); 2416 object_thawer thawer (filename);
2706 2417
2707 if (thawer) 2418 if (thawer)
2708 load_object (thawer, op, 0); 2419 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2429 * returns NULL if no match.
2719 */ 2430 */
2720object * 2431object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2433{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2436 return tmp;
2729 2437
2730 return NULL; 2438 return 0;
2731} 2439}
2732 2440
2733/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2442 * otherwise return NULL.
2735 * 2443 *
2737 * do the desired thing. 2445 * do the desired thing.
2738 */ 2446 */
2739key_value * 2447key_value *
2740get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2741{ 2449{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2451 if (link->key == key)
2748 {
2749 return link; 2452 return link;
2750 }
2751 }
2752 2453
2753 return NULL; 2454 return 0;
2754} 2455}
2755 2456
2756/* 2457/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2459 *
2798 * Returns TRUE on success. 2499 * Returns TRUE on success.
2799 */ 2500 */
2800int 2501int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2503{
2803 key_value *
2804 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2805 2505
2806 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2507 {
2808 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2809 { 2509 {
2837 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2838 2538
2839 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2840 2540
2841 if (!add_key) 2541 if (!add_key)
2842 {
2843 return FALSE; 2542 return FALSE;
2844 } 2543
2845 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2849 * should pass in "" 2548 * should pass in ""

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