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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * 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
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 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)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195 195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
381void 362char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 1);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
575 } 467 }
576 468
577 op->key_values = 0; 469 op->key_values = 0;
578} 470}
579 471
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 472/*
633 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
636 * 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,
637 * 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
638 * will point at garbage. 478 * will point at garbage.
639 */ 479 */
640void 480void
641copy_object (object *op2, object *op) 481object::copy_to (object *dst)
642{ 482{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 485
646 op2->clone (op); 486 *(object_copy *)dst = *this;
647 487
648 if (is_freed) 488 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
650 if (is_removed) 491 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
652 493
653 if (op2->speed < 0) 494 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 496
656 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
657 if (op2->key_values) 498 if (key_values)
658 { 499 {
659 key_value *tail = 0; 500 key_value *tail = 0;
660 key_value *i; 501 key_value *i;
661 502
662 op->key_values = 0; 503 dst->key_values = 0;
663 504
664 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
665 { 506 {
666 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
667 508
668 new_link->next = 0; 509 new_link->next = 0;
669 new_link->key = i->key; 510 new_link->key = i->key;
670 new_link->value = i->value; 511 new_link->value = i->value;
671 512
672 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
673 if (!op->key_values) 514 if (!dst->key_values)
674 { 515 {
675 op->key_values = new_link; 516 dst->key_values = new_link;
676 tail = new_link; 517 tail = new_link;
677 } 518 }
678 else 519 else
679 { 520 {
680 tail->next = new_link; 521 tail->next = new_link;
681 tail = new_link; 522 tail = new_link;
682 } 523 }
683 } 524 }
684 } 525 }
685 526
686 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;
687} 536}
688 537
689/* 538/*
690 * 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
691 * 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
705 * 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
706 * 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.
707 * 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.
708 */ 557 */
709void 558void
710update_ob_speed (object *op) 559object::set_speed (float speed)
711{ 560{
712 extern int arch_init; 561 extern int arch_init;
713 562
714 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated. 564 * since they never really need to be updated.
716 */ 565 */
717 566 if (flag [FLAG_FREED] && speed)
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 567 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 569 speed = 0;
725#endif
726 } 570 }
571
572 this->speed = speed;
727 573
728 if (arch_init) 574 if (arch_init)
729 return; 575 return;
730 576
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
732 { 578 {
733 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
735 return; 581 return;
736 582
737 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
738 * of the list. */ 584 * of the list. */
739 op->active_next = active_objects; 585 active_next = active_objects;
740 586
741 if (op->active_next != NULL) 587 if (active_next)
742 op->active_next->active_prev = op; 588 active_next->active_prev = this;
743 589
744 active_objects = op; 590 active_objects = this;
745 } 591 }
746 else 592 else
747 { 593 {
748 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
750 return; 596 return;
751 597
752 if (op->active_prev == NULL) 598 if (!active_prev)
753 { 599 {
754 active_objects = op->active_next; 600 active_objects = active_next;
755 601
756 if (op->active_next != NULL) 602 if (active_next)
757 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
758 } 604 }
759 else 605 else
760 { 606 {
761 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
762 608
763 if (op->active_next) 609 if (active_next)
764 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
765 } 611 }
766 612
767 op->active_next = NULL; 613 active_next = 0;
768 op->active_prev = NULL; 614 active_prev = 0;
769 } 615 }
770} 616}
771 617
772/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
773 * objects. 619 * objects.
799 op->active_next = NULL; 645 op->active_next = NULL;
800 op->active_prev = NULL; 646 op->active_prev = NULL;
801} 647}
802 648
803/* 649/*
804 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
806 * 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
807 * invisible object, etc...) 653 * invisible object, etc...)
808 * 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
809 * 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
810 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
811 * 657 *
812 * 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.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 659 * current action are:
818 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
820 * 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
821 * 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.
822 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
823 */ 665 */
824
825void 666void
826update_object (object *op, int action) 667update_object (object *op, int action)
827{ 668{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
830 670
831 if (op == NULL) 671 if (op == NULL)
832 { 672 {
833 /* this should never happen */ 673 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 675 return;
836 } 676 }
837 677
838 if (op->env != NULL) 678 if (op->env)
839 { 679 {
840 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
841 * to do in this case. 681 * to do in this case.
842 */ 682 */
843 return; 683 return;
848 */ 688 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 690 return;
851 691
852 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
853 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)
854 { 694 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 696#ifdef MANY_CORES
857 abort (); 697 abort ();
858#endif 698#endif
859 return; 699 return;
860 } 700 }
861 701
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
869 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
870 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* 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
893 * to have move_allow right now. 719 * to have move_allow right now.
894 */ 720 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 723 m.flags_ = P_NEED_UPDATE;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 724 }
901 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 727 * that is being removed.
904 */ 728 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
907 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
909 else 733 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 735
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 736 if (op->more)
919 update_object (op->more, action); 737 update_object (op->more, action);
920} 738}
921 739
922static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
923 741object *object::first;
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942}
943 742
944object::object () 743object::object ()
945{ 744{
946 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
947 746
948 expmul = 1.0; 747 expmul = 1.0;
949 face = blank_face; 748 face = blank_face;
950 attacked_by_count = -1;
951} 749}
952 750
953object::~object () 751object::~object ()
954{ 752{
955 free_key_values (this); 753 free_key_values (this);
959{ 757{
960 count = ++ob_count; 758 count = ++ob_count;
961 uuid = gen_uuid (); 759 uuid = gen_uuid ();
962 760
963 prev = 0; 761 prev = 0;
964 next = objects; 762 next = object::first;
965 763
966 if (objects) 764 if (object::first)
967 objects->prev = this; 765 object::first->prev = this;
968 766
969 objects = this; 767 object::first = this;
970} 768}
971 769
972void object::unlink () 770void object::unlink ()
973{ 771{
974 //count = 0;//D
975 if (!prev && !next) return;//D
976
977 if (this == objects) 772 if (this == object::first)
978 objects = next; 773 object::first = next;
979 774
980 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
981 if (prev) prev->next = next; 776 if (prev) prev->next = next;
982 if (next) next->prev = prev; 777 if (next) next->prev = prev;
983 778
984 prev = 0; 779 prev = 0;
985 next = 0; 780 next = 0;
986} 781}
987 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 map->insert (op, x, y);
819 }
820 }
821}
822
988object *object::create () 823object *object::create ()
989{ 824{
990 object *op = new object; 825 object *op = new object;
991 op->link (); 826 op->link ();
992 return op; 827 return op;
993} 828}
994 829
995/* 830void
996 * free_object() frees everything allocated by an object, removes 831object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 832{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 833 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this);
835
836 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this);
838
839 if (!flag [FLAG_REMOVED])
840 remove ();
841
842 if (flag [FLAG_FREED])
1008 return; 843 return;
1009 844
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 845 set_speed (0);
1011 remove_friendly_object (this);
1012 846
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 847 flag [FLAG_FREED] = 1;
1014 remove_ob (this);
1015 848
1016 SET_FLAG (this, FLAG_FREED); 849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853
854 // hack to ensure that freed objects still have a valid map
855 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes
857
858 if (!freed_map)
859 {
860 freed_map = new maptile;
861
862 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3;
864 freed_map->height = 3;
865
866 freed_map->allocate ();
867 }
868
869 map = freed_map;
870 x = 1;
871 y = 1;
872 }
873
874 head = 0;
1017 875
1018 if (more) 876 if (more)
1019 { 877 {
1020 more->free (free_inventory); 878 more->destroy ();
1021 more = 0; 879 more = 0;
1022 } 880 }
1023 881
1024 if (inv) 882 // clear those pointers that likely might have circular references to us
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0; 883 owner = 0;
884 enemy = 0;
885 attacked_by = 0;
1067 886
1068 /* Remove object from the active list */ 887 // only relevant for players(?), but make sure of it anyways
1069 speed = 0; 888 contr = 0;
1070 update_ob_speed (this); 889}
1071 890
1072 unlink (); 891void
892object::destroy (bool destroy_inventory)
893{
894 if (destroyed ())
895 return;
1073 896
1074 mortals.push_back (this); 897 if (destroy_inventory)
898 destroy_inv (false);
899
900 attachable::destroy ();
1075} 901}
1076 902
1077/* 903/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)). 905 * weight of an object (and what is carried by it's environment(s)).
1080 */ 906 */
1081
1082void 907void
1083sub_weight (object *op, signed long weight) 908sub_weight (object *op, signed long weight)
1084{ 909{
1085 while (op != NULL) 910 while (op != NULL)
1086 { 911 {
1087 if (op->type == CONTAINER) 912 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 914
1091 op->carrying -= weight; 915 op->carrying -= weight;
1092 op = op->env; 916 op = op->env;
1093 } 917 }
1094} 918}
1095 919
1096/* remove_ob(op): 920/* op->remove ():
1097 * This function removes the object op from the linked list of objects 921 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 922 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 923 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 924 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 925 * the previous environment.
1102 * Beware: This function is called from the editor as well! 926 * Beware: This function is called from the editor as well!
1103 */ 927 */
1104
1105void 928void
1106remove_ob (object *op) 929object::remove ()
1107{ 930{
931 object *tmp, *last = 0;
1108 object * 932 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 933
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 935 return;
1127 936
1128 SET_FLAG (op, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1129 939
1130 if (op->more != NULL) 940 if (more)
1131 remove_ob (op->more); 941 more->remove ();
1132 942
1133 /* 943 /*
1134 * In this case, the object to be removed is in someones 944 * In this case, the object to be removed is in someones
1135 * inventory. 945 * inventory.
1136 */ 946 */
1137 if (op->env != NULL) 947 if (env)
1138 { 948 {
1139 if (op->nrof) 949 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 950 sub_weight (env, weight * nrof);
1141 else 951 else
1142 sub_weight (op->env, op->weight + op->carrying); 952 sub_weight (env, weight + carrying);
1143 953
1144 /* NO_FIX_PLAYER is set when a great many changes are being 954 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 956 * to save cpu time.
1147 */ 957 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 959 otmp->update_stats ();
1150 960
1151 if (op->above != NULL) 961 if (above != NULL)
1152 op->above->below = op->below; 962 above->below = below;
1153 else 963 else
1154 op->env->inv = op->below; 964 env->inv = below;
1155 965
1156 if (op->below != NULL) 966 if (below != NULL)
1157 op->below->above = op->above; 967 below->above = above;
1158 968
1159 /* we set up values so that it could be inserted into 969 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up 970 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do. 971 * to the caller to decide what we want to do.
1162 */ 972 */
1163 op->x = op->env->x, op->y = op->env->y; 973 x = env->x, y = env->y;
1164 op->map = op->env->map; 974 map = env->map;
1165 op->above = NULL, op->below = NULL; 975 above = 0, below = 0;
1166 op->env = NULL; 976 env = 0;
1167 } 977 }
1168 else if (op->map) 978 else if (map)
1169 { 979 {
1170 x = op->x;
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 }
1184
1185 if (op->map != m)
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had 980 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about 981 * lots of logic for things we no longer care about
1191 */ 982 */
1192 983
1193 /* link the object above us */ 984 /* link the object above us */
1194 if (op->above) 985 if (above)
1195 op->above->below = op->below; 986 above->below = below;
1196 else 987 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 988 map->at (x, y).top = below; /* we were top, set new top */
1198 989
1199 /* Relink the object below us, if there is one */ 990 /* Relink the object below us, if there is one */
1200 if (op->below) 991 if (below)
1201 op->below->above = op->above; 992 below->above = above;
1202 else 993 else
1203 { 994 {
1204 /* Nothing below, which means we need to relink map object for this space 995 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is 996 * use translated coordinates in case some oddness with map tiling is
1206 * evident 997 * evident
1207 */ 998 */
1208 if (GET_MAP_OB (m, x, y) != op) 999 if (GET_MAP_OB (map, x, y) != this)
1209 { 1000 {
1210 dump_object (op); 1001 char *dump = dump_object (this);
1211 LOG (llevError, 1002 LOG (llevError,
1212 "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); 1003 "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);
1004 free (dump);
1213 dump_object (GET_MAP_OB (m, x, y)); 1005 dump = dump_object (GET_MAP_OB (map, x, y));
1214 LOG (llevError, "%s\n", errmsg); 1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1215 } 1008 }
1216 1009
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1010 map->at (x, y).bot = above; /* goes on above it. */
1218 } 1011 }
1219 1012
1220 op->above = 0; 1013 above = 0;
1221 op->below = 0; 1014 below = 0;
1222 1015
1223 if (op->map->in_memory == MAP_SAVING) 1016 if (map->in_memory == MAP_SAVING)
1224 return; 1017 return;
1225 1018
1226 tag = op->count; 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1020
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1230 { 1022 {
1231 /* No point updating the players look faces if he is the object 1023 /* No point updating the players look faces if he is the object
1232 * being removed. 1024 * being removed.
1233 */ 1025 */
1234 1026
1235 if (tmp->type == PLAYER && tmp != op) 1027 if (tmp->type == PLAYER && tmp != this)
1236 { 1028 {
1237 /* If a container that the player is currently using somehow gets 1029 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1030 * removed (most likely destroyed), update the player view
1239 * appropriately. 1031 * appropriately.
1240 */ 1032 */
1241 if (tmp->container == op) 1033 if (tmp->container == this)
1242 { 1034 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1035 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1036 tmp->container = 0;
1245 } 1037 }
1246 1038
1247 tmp->contr->socket.update_look = 1; 1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1248 } 1041 }
1249 1042
1250 /* See if player moving off should effect something */ 1043 /* See if player moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1044 if (check_walk_off
1045 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 { 1047 {
1253 move_apply (tmp, op, NULL); 1048 move_apply (tmp, this, 0);
1254 1049
1255 if (was_destroyed (op, tag)) 1050 if (destroyed ())
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1258 }
1259 } 1052 }
1260 1053
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1055
1263 if (tmp->above == tmp) 1056 if (tmp->above == tmp)
1264 tmp->above = NULL; 1057 tmp->above = 0;
1265 1058
1266 last = tmp; 1059 last = tmp;
1267 } 1060 }
1268 1061
1269 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1270 if (last == NULL) 1063 if (!last)
1271 { 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1065 else
1281 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1282 1067
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1285 } 1070 }
1286} 1071}
1287 1072
1288/* 1073/*
1289 * merge_ob(op,top): 1074 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1082merge_ob (object *op, object *top)
1298{ 1083{
1299 if (!op->nrof) 1084 if (!op->nrof)
1300 return 0; 1085 return 0;
1301 1086
1302 if (top == NULL) 1087 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1304 1090
1305 for (; top != NULL; top = top->below) 1091 for (; top; top = top->below)
1306 { 1092 {
1307 if (top == op) 1093 if (top == op)
1308 continue; 1094 continue;
1309 if (CAN_MERGE (op, top)) 1095
1096 if (object::can_merge (op, top))
1310 { 1097 {
1311 top->nrof += op->nrof; 1098 top->nrof += op->nrof;
1312 1099
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1102 op->destroy ();
1316 free_object (op);
1317 return top; 1103 return top;
1318 } 1104 }
1319 } 1105 }
1320 1106
1321 return NULL; 1107 return 0;
1322} 1108}
1323 1109
1324/* 1110/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1326 * job preparing multi-part monsters 1112 * job preparing multi-part monsters
1327 */ 1113 */
1328object * 1114object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1116{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1118 {
1338 tmp->x = x + tmp->arch->clone.x; 1119 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1120 tmp->y = y + tmp->arch->clone.y;
1340 } 1121 }
1341 1122
1360 * Return value: 1141 * Return value:
1361 * new object if 'op' was merged with other object 1142 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1143 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1144 * just 'op' otherwise
1364 */ 1145 */
1365
1366object * 1146object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1148{
1369 object *tmp, *top, *floor = NULL; 1149 object *tmp, *top, *floor = NULL;
1370 sint16 x, y; 1150 sint16 x, y;
1371 1151
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1152 if (QUERY_FLAG (op, FLAG_FREED))
1375 return NULL; 1155 return NULL;
1376 } 1156 }
1377 1157
1378 if (m == NULL) 1158 if (m == NULL)
1379 { 1159 {
1380 dump_object (op); 1160 char *dump = dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1162 free (dump);
1382 return op; 1163 return op;
1383 } 1164 }
1384 1165
1385 if (out_of_map (m, op->x, op->y)) 1166 if (out_of_map (m, op->x, op->y))
1386 { 1167 {
1387 dump_object (op); 1168 char *dump = dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1389#ifdef MANY_CORES 1170#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object 1171 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting 1172 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted. 1173 * improperly inserted.
1393 */ 1174 */
1394 abort (); 1175 abort ();
1395#endif 1176#endif
1177 free (dump);
1396 return op; 1178 return op;
1397 } 1179 }
1398 1180
1399 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1182 {
1401 dump_object (op); 1183 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1403 return op; 1186 return op;
1404 } 1187 }
1405 1188
1406 if (op->more != NULL) 1189 if (op->more)
1407 { 1190 {
1408 /* The part may be on a different map. */ 1191 /* The part may be on a different map. */
1409 1192
1410 object *more = op->more; 1193 object *more = op->more;
1411 1194
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 { 1211 {
1429 if (!op->head) 1212 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 1214
1432 return NULL; 1215 return 0;
1433 } 1216 }
1434 } 1217 }
1435 1218
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1219 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1220
1445 1228
1446 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1447 */ 1230 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1233 if (object::can_merge (op, tmp))
1451 { 1234 {
1452 op->nrof += tmp->nrof; 1235 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1236 tmp->destroy ();
1454 free_object (tmp);
1455 } 1237 }
1456 1238
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1239 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1240 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1241
1472 op->below = originator->below; 1254 op->below = originator->below;
1473 1255
1474 if (op->below) 1256 if (op->below)
1475 op->below->above = op; 1257 op->below->above = op;
1476 else 1258 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1259 op->ms ().bot = op;
1478 1260
1479 /* since *below* originator, no need to update top */ 1261 /* since *below* originator, no need to update top */
1480 originator->below = op; 1262 originator->below = op;
1481 } 1263 }
1482 else 1264 else
1528 * If INS_ON_TOP is used, don't do this processing 1310 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1311 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1312 * stacking is a bit odd.
1531 */ 1313 */
1532 if (!(flag & INS_ON_TOP) && 1314 if (!(flag & INS_ON_TOP) &&
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1534 { 1316 {
1535 for (last = top; last != floor; last = last->below) 1317 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1319 break;
1538 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1561 1343
1562 if (op->above) 1344 if (op->above)
1563 op->above->below = op; 1345 op->above->below = op;
1564 1346
1565 op->below = NULL; 1347 op->below = NULL;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1348 op->ms ().bot = op;
1567 } 1349 }
1568 else 1350 else
1569 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1570 op->above = top->above; 1352 op->above = top->above;
1571 1353
1575 op->below = top; 1357 op->below = top;
1576 top->above = op; 1358 top->above = op;
1577 } 1359 }
1578 1360
1579 if (op->above == NULL) 1361 if (op->above == NULL)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1362 op->ms ().top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1582 1364
1583 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1584 op->contr->do_los = 1; 1366 op->contr->do_los = 1;
1585 1367
1586 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1588 */ 1370 */
1589 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = op->ms ().player ())
1591 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1593 1375
1594 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1601 * of effect may be sufficient. 1383 * of effect may be sufficient.
1602 */ 1384 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1605 1387
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1608 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1609 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1611 * 1395 *
1612 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1399 * update_object().
1617 1401
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1404 {
1621 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1622 return NULL; 1406 return 0;
1623 1407
1624 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1409 * walk on's.
1626 */ 1410 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1629 return NULL; 1413 return 0;
1630 } 1414 }
1631 1415
1632 return op; 1416 return op;
1633} 1417}
1634 1418
1635/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1638 */ 1422 */
1639void 1423void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1425{
1642 object * 1426 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1427
1647 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1648 1429
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1432 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1433
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1435
1660 tmp1->x = op->x; 1436 tmp1->x = op->x;
1661 tmp1->y = op->y; 1437 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1663} 1445}
1664 1446
1665/* 1447/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1452 * global static errmsg array.
1671 */ 1453 */
1672
1673object * 1454object *
1674get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1675{ 1456{
1676 object * 1457 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1459
1681 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1682 { 1461 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL; 1463 return NULL;
1685 } 1464 }
1686 1465
1687 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1688 1467
1689 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1690 { 1469 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1470 else if (!is_removed)
1696 { 1471 {
1697 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1719 1494
1720object * 1495object *
1721decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1722{ 1497{
1723 object *tmp; 1498 object *tmp;
1724 player *pl;
1725 1499
1726 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1501 return op;
1728 1502
1729 if (i > op->nrof) 1503 if (i > op->nrof)
1730 i = op->nrof; 1504 i = op->nrof;
1731 1505
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1507 op->nrof -= i;
1734 else if (op->env != NULL) 1508 else if (op->env)
1735 { 1509 {
1736 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1737 * therein? 1511 * therein?
1738 */ 1512 */
1739 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1518 * and then searching the map for a player.
1745 */ 1519 */
1746 if (!tmp) 1520 if (!tmp)
1747 { 1521 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1750 break; 1525 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1526 }
1756 1527
1757 if (i < op->nrof) 1528 if (i < op->nrof)
1758 { 1529 {
1759 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1531 op->nrof -= i;
1761 if (tmp) 1532 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1764 }
1765 } 1534 }
1766 else 1535 else
1767 { 1536 {
1768 remove_ob (op); 1537 op->remove ();
1769 op->nrof = 0; 1538 op->nrof = 0;
1770 if (tmp) 1539 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1541 }
1775 } 1542 }
1776 else 1543 else
1777 { 1544 {
1778 object *above = op->above; 1545 object *above = op->above;
1779 1546
1780 if (i < op->nrof) 1547 if (i < op->nrof)
1781 op->nrof -= i; 1548 op->nrof -= i;
1782 else 1549 else
1783 { 1550 {
1784 remove_ob (op); 1551 op->remove ();
1785 op->nrof = 0; 1552 op->nrof = 0;
1786 } 1553 }
1787 1554
1788 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1791 { 1558 {
1792 if (op->nrof) 1559 if (op->nrof)
1793 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1794 else 1561 else
1798 1565
1799 if (op->nrof) 1566 if (op->nrof)
1800 return op; 1567 return op;
1801 else 1568 else
1802 { 1569 {
1803 free_object (op); 1570 op->destroy ();
1804 return NULL; 1571 return 0;
1805 } 1572 }
1806} 1573}
1807 1574
1808/* 1575/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1821 op->carrying += weight; 1588 op->carrying += weight;
1822 op = op->env; 1589 op = op->env;
1823 } 1590 }
1824} 1591}
1825 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1826/* 1613/*
1827 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1828 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1829 * inside the object environment. 1616 * inside the object environment.
1830 * 1617 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1838 */ 1620 */
1839 1621
1840object * 1622object *
1841insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1842{ 1624{
1843 object * 1625 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1626
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1628 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1629
1867 if (op->more) 1630 if (op->more)
1868 { 1631 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1633 return op;
1872 1635
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1638 if (op->nrof)
1876 { 1639 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1879 { 1642 {
1880 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1644 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1885 */ 1648 */
1886 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1889 op = tmp; 1652 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1655 break;
1893 } 1656 }
1894 1657
1895 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1899 * the linking below 1662 * the linking below
1900 */ 1663 */
1901 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1902 } 1665 }
1903 else 1666 else
1904 add_weight (where, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1905 1668
1906 otmp = is_player_inv (where); 1669 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1670 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1672 otmp->update_stats ();
1911 }
1912 1673
1913 op->map = NULL; 1674 op->map = 0;
1914 op->env = where; 1675 op->env = this;
1915 op->above = NULL; 1676 op->above = 0;
1916 op->below = NULL; 1677 op->below = 0;
1917 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1918 1679
1919 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1681 if ((op->glow_radius != 0) && map)
1921 { 1682 {
1922#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1686 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1687 update_all_los (map, x, y);
1927 } 1688 }
1928 1689
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function... 1691 * It sure simplifies this function...
1931 */ 1692 */
1932 if (where->inv == NULL) 1693 if (!inv)
1933 where->inv = op; 1694 inv = op;
1934 else 1695 else
1935 { 1696 {
1936 op->below = where->inv; 1697 op->below = inv;
1937 op->below->above = op; 1698 op->below->above = op;
1938 where->inv = op; 1699 inv = op;
1939 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1940 return op; 1704 return op;
1941} 1705}
1942 1706
1943/* 1707/*
1944 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1958 * 1722 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1725 * on top.
1962 */ 1726 */
1963
1964int 1727int
1965check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1966{ 1729{
1967 object * 1730 object *tmp;
1968 tmp; 1731 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1975 1733
1976 MoveType 1734 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1735
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1737 return 0;
1983
1984 tag = op->count;
1985 1738
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1742
2005 1758
2006 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
2008 */ 1761 */
2009 1762
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2011 { 1764 {
2012 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1767 * we don't need to check all of them.
2015 */ 1768 */
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1805 {
2053 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
2054 1807
2055 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
2056 return 1; 1809 return 1;
2057 1810
2058 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2070/* 1823/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2074 */ 1827 */
2075
2076object * 1828object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1830{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2083 { 1832 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1834 return NULL;
2086 } 1835 }
1836
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2088 if (tmp->arch == at) 1838 if (tmp->arch == at)
2089 return tmp; 1839 return tmp;
1840
2090 return NULL; 1841 return NULL;
2091} 1842}
2092 1843
2093/* 1844/*
2094 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2097 */ 1848 */
2098
2099object * 1849object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2101{ 1851{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2106 { 1853 {
2107 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1855 return NULL;
2109 } 1856 }
1857
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2111 if (tmp->type == type) 1859 if (tmp->type == type)
2112 return tmp; 1860 return tmp;
1861
2113 return NULL; 1862 return NULL;
2114} 1863}
2115 1864
2116/* 1865/*
2117 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2120 */ 1869 */
2121
2122object * 1870object *
2123present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2124{ 1872{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1874 if (tmp->type == type)
2130 return tmp; 1875 return tmp;
1876
2131 return NULL; 1877 return NULL;
2132} 1878}
2133 1879
2134/* 1880/*
2135 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1892 * to be unique.
2147 */ 1893 */
2148
2149object * 1894object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1896{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1899 return tmp;
2159 } 1900
2160 return NULL; 1901 return 0;
2161} 1902}
2162 1903
2163/* 1904/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2167 */ 1908 */
2168
2169object * 1909object *
2170present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2171{ 1911{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1913 if (tmp->arch == at)
2177 return tmp; 1914 return tmp;
1915
2178 return NULL; 1916 return NULL;
2179} 1917}
2180 1918
2181/* 1919/*
2182 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2183 */ 1921 */
2184void 1922void
2185flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2186{ 1924{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1925 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1927 {
2193 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2195 } 1930 }
2196} /* 1931}
1932
1933/*
2197 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2198 */ 1935 */
2199void 1936void
2200unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2201{ 1938{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1939 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1941 {
2208 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2210 } 1944 }
2211} 1945}
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2218 */ 1952 */
2219
2220void 1953void
2221set_cheat (object *op) 1954set_cheat (object *op)
2222{ 1955{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1979 * customized, changed states, etc.
2247 */ 1980 */
2248
2249int 1981int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 1983{
2252 int
2253 i,
2254 index = 0, flag; 1984 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2257 1986
2258 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2259 { 1988 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag) 1990 if (!flag)
2262 altern[index++] = i; 1991 altern [index++] = i;
2263 1992
2264 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2271 */ 2000 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2002 stop = maxfree[i];
2274 } 2003 }
2004
2275 if (!index) 2005 if (!index)
2276 return -1; 2006 return -1;
2007
2277 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2278} 2009}
2279 2010
2280/* 2011/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2016 */
2286
2287int 2017int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2019{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2022 return i;
2297 } 2023
2298 return -1; 2024 return -1;
2299} 2025}
2300 2026
2301/* 2027/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2031 */
2305static void 2032static void
2306permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2307{ 2034{
2308 int 2035 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2036 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2037
2319 tmp = arr[i]; 2038 while (--end)
2320 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2040}
2324 2041
2325/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2048 */
2332void 2049void
2333get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2334{ 2051{
2335 int 2052 int i;
2336 i;
2337 2053
2338 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2055 search_arr[i] = i;
2341 }
2342 2056
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2060}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2072 * there is capable of.
2359 */ 2073 */
2360
2361int 2074int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2076{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2367 2078
2368 sint16 nx, ny; 2079 sint16 nx, ny;
2369 object * 2080 object *tmp;
2370 tmp; 2081 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2082
2374 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2375 2084
2376 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2377 { 2086 {
2389 mp = m; 2098 mp = m;
2390 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2392 2101
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2394 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2105 max = maxfree[i];
2397 }
2398 else 2106 else
2399 { 2107 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2401 2111
2402 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2113 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2407 { 2115 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2119 break;
2413 } 2120
2414 }
2415 if (tmp) 2121 if (tmp)
2416 {
2417 return freedir[i]; 2122 return freedir[i];
2418 }
2419 } 2123 }
2420 } 2124 }
2421 } 2125 }
2126
2422 return 0; 2127 return 0;
2423} 2128}
2424 2129
2425/* 2130/*
2426 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2132 * distance between the two given objects.
2428 */ 2133 */
2429
2430int 2134int
2431distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2432{ 2136{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2138}
2439 2139
2440/* 2140/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2444 */ 2144 */
2445
2446int 2145int
2447find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2448{ 2147{
2449 int 2148 int q;
2450 q;
2451 2149
2452 if (y) 2150 if (y)
2453 q = x * 100 / y; 2151 q = x * 100 / y;
2454 else if (x) 2152 else if (x)
2455 q = -300 * x; 2153 q = -300 * x;
2490int 2188int
2491absdir (int d) 2189absdir (int d)
2492{ 2190{
2493 while (d < 1) 2191 while (d < 1)
2494 d += 8; 2192 d += 8;
2193
2495 while (d > 8) 2194 while (d > 8)
2496 d -= 8; 2195 d -= 8;
2196
2497 return d; 2197 return d;
2498} 2198}
2499 2199
2500/* 2200/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2503 */ 2203 */
2504 2204
2505int 2205int
2506dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2507{ 2207{
2508 int 2208 int d;
2509 d;
2510 2209
2511 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2512 if (d > 4) 2211 if (d > 4)
2513 d = 8 - d; 2212 d = 8 - d;
2213
2514 return d; 2214 return d;
2515} 2215}
2516 2216
2517/* peterm: 2217/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2224 * functions.
2525 */ 2225 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2281 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2585 */ 2283 */
2586
2587
2588int 2284int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2286{
2591 sint16 dx, dy; 2287 sint16 dx, dy;
2592 int
2593 mflags; 2288 int mflags;
2594 2289
2595 if (dir < 0) 2290 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2597 2292
2598 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2611 return 0; 2306 return 0;
2612 2307
2613 /* yes, can see. */ 2308 /* yes, can see. */
2614 if (dir < 9) 2309 if (dir < 9)
2615 return 1; 2310 return 1;
2311
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2315}
2619
2620
2621 2316
2622/* 2317/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2334}
2640 2335
2641
2642/* 2336/*
2643 * create clone from object to another 2337 * create clone from object to another
2644 */ 2338 */
2645object * 2339object *
2646object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2647{ 2341{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2343
2651 if (!asrc) 2344 if (!asrc)
2652 return NULL; 2345 return 0;
2346
2653 src = asrc; 2347 src = asrc;
2654 if (src->head) 2348 if (src->head)
2655 src = src->head; 2349 src = src->head;
2656 2350
2657 prev = NULL; 2351 prev = 0;
2658 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2659 { 2353 {
2660 tmp = get_object (); 2354 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2355 tmp->x -= src->x;
2663 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2664 if (!part->head) 2358 if (!part->head)
2665 { 2359 {
2666 dst = tmp; 2360 dst = tmp;
2667 tmp->head = NULL; 2361 tmp->head = 0;
2668 } 2362 }
2669 else 2363 else
2670 {
2671 tmp->head = dst; 2364 tmp->head = dst;
2672 } 2365
2673 tmp->more = NULL; 2366 tmp->more = 0;
2367
2674 if (prev) 2368 if (prev)
2675 prev->more = tmp; 2369 prev->more = tmp;
2370
2676 prev = tmp; 2371 prev = tmp;
2677 } 2372 }
2678 2373
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2376
2685 return dst; 2377 return dst;
2686} 2378}
2687 2379
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2708
2709object * 2386object *
2710load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2711{ 2388{
2712 object * 2389 object *op;
2713 op;
2714 char
2715 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2716 2391
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718 2393
2719 FILE *
2720 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2721 2395
2722 if (tempfile == NULL) 2396 if (tempfile == NULL)
2723 { 2397 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL; 2399 return NULL;
2726 } 2400 }
2727 2401
2728 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2729 fclose (tempfile); 2403 fclose (tempfile);
2730 2404
2731 op = get_object (); 2405 op = object::create ();
2732 2406
2733 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2734 2408
2735 if (thawer) 2409 if (thawer)
2736 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2746 * returns NULL if no match. 2420 * returns NULL if no match.
2747 */ 2421 */
2748object * 2422object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2424{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2427 return tmp;
2757 2428
2758 return NULL; 2429 return 0;
2759} 2430}
2760 2431
2761/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2433 * otherwise return NULL.
2763 * 2434 *
2765 * do the desired thing. 2436 * do the desired thing.
2766 */ 2437 */
2767key_value * 2438key_value *
2768get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2769{ 2440{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2442 if (link->key == key)
2776 {
2777 return link; 2443 return link;
2778 }
2779 }
2780 2444
2781 return NULL; 2445 return 0;
2782} 2446}
2783 2447
2784/* 2448/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2450 *
2826 * Returns TRUE on success. 2490 * Returns TRUE on success.
2827 */ 2491 */
2828int 2492int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2494{
2831 key_value *
2832 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2833 2496
2834 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2498 {
2836 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2837 { 2500 {
2865 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2866 2529
2867 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2868 2531
2869 if (!add_key) 2532 if (!add_key)
2870 {
2871 return FALSE; 2533 return FALSE;
2872 } 2534
2873 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2877 * should pass in "" 2539 * should pass in ""

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