ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
35 36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
105 _exit (1); 106 _exit (1);
106 } 107 }
107 108
108 uuid.seq = uid; 109 uuid.seq = uid;
109 write_uuid (); 110 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 112 fclose (fp);
112} 113}
113 114
114UUID 115UUID
115gen_uuid () 116gen_uuid ()
140 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
142 */ 143 */
143 144
144 /* For each field in wants, */ 145 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
146 { 147 {
147 key_value *has_field; 148 key_value *has_field;
148 149
149 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
184 * 185 *
185 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
188 * 189 *
189 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
190 * 191 *
191 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
192 * check weight 193 * check weight
193 */ 194 */
194
195bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
196{ 196{
197 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
199 return 0; 203 return 0;
200 204
201 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof). 208 * used to store nrof).
207 */ 209 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 221
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 224
223 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
254 return 0; 250 return 0;
255 251
256 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 253 * check all objects in the inventory.
258 */ 254 */
261 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 259 return 0;
264 260
265 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 263 return 0;
268 264
269 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 266 * if it is valid.
271 */ 267 */
355 op = op->env; 351 op = op->env;
356 return op; 352 return op;
357} 353}
358 354
359/* 355/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 357 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
378 */ 359 */
379 360
380void 361char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 362dump_object (object *op)
436{ 363{
437 if (op == NULL) 364 if (!op)
438 { 365 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 366
446void 367 object_freezer freezer;
447dump_all_objects (void) 368 save_object (freezer, op, 1);
448{ 369 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 370}
457 371
458/* 372/*
459 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
480 */ 394 */
481 395
482object * 396object *
483find_object (tag_t i) 397find_object (tag_t i)
484{ 398{
485 object *op;
486
487 for (op = object::first; op != NULL; op = op->next) 399 for (object *op = object::first; op; op = op->next)
488 if (op->count == i) 400 if (op->count == i)
489 break; 401 return op;
402
490 return op; 403 return 0;
491} 404}
492 405
493/* 406/*
494 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
664} 535}
665 536
666/* 537/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 } 564 }
704 565
705 if (arch_init) 566 this->speed = speed;
706 return;
707 567
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
709 { 569 {
710 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
712 return; 572 return;
713 573
714 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
715 * of the list. */ 575 * of the list. */
716 op->active_next = active_objects; 576 active_next = active_objects;
717 577
718 if (op->active_next != NULL) 578 if (active_next)
719 op->active_next->active_prev = op; 579 active_next->active_prev = this;
720 580
721 active_objects = op; 581 active_objects = this;
722 } 582 }
723 else 583 else
724 { 584 {
725 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
727 return; 587 return;
728 588
729 if (op->active_prev == NULL) 589 if (!active_prev)
730 { 590 {
731 active_objects = op->active_next; 591 active_objects = active_next;
732 592
733 if (op->active_next != NULL) 593 if (active_next)
734 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
735 } 595 }
736 else 596 else
737 { 597 {
738 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
739 599
740 if (op->active_next) 600 if (active_next)
741 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
742 } 602 }
743 603
744 op->active_next = NULL; 604 active_next = 0;
745 op->active_prev = NULL; 605 active_prev = 0;
746 }
747}
748
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 { 606 }
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778} 607}
779 608
780/* 609/*
781 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 613 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 614 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 615 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
788 * 617 *
789 * action is a hint of what the caller believes need to be done. 618 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 619 * current action are:
795 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 623 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
800 */ 625 */
801
802void 626void
803update_object (object *op, int action) 627update_object (object *op, int action)
804{ 628{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
807 630
808 if (op == NULL) 631 if (op == NULL)
809 { 632 {
810 /* this should never happen */ 633 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 635 return;
813 } 636 }
814 637
815 if (op->env != NULL) 638 if (op->env)
816 { 639 {
817 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
818 * to do in this case. 641 * to do in this case.
819 */ 642 */
820 return; 643 return;
825 */ 648 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 650 return;
828 651
829 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 654 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 656#ifdef MANY_CORES
834 abort (); 657 abort ();
835#endif 658#endif
836 return; 659 return;
837 } 660 }
838 661
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
846 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
847 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 675 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 677 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 679 * to have move_allow right now.
871 */ 680 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 683 m.flags_ = P_NEED_UPDATE;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 684 }
878 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 687 * that is being removed.
881 */ 688 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
884 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
886 else 693 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 695
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 696 if (op->more)
896 update_object (op->more, action); 697 update_object (op->more, action);
897} 698}
898 699
899object::vector object::mortals;
900object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
901object *object::first; 701object *object::first;
902 702
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object () 703object::object ()
924{ 704{
925 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
926 706
927 expmul = 1.0; 707 expmul = 1.0;
947 object::first = this; 727 object::first = this;
948} 728}
949 729
950void object::unlink () 730void object::unlink ()
951{ 731{
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first) 732 if (this == object::first)
956 object::first = next; 733 object::first = next;
957 734
958 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next; 736 if (prev) prev->next = next;
961 738
962 prev = 0; 739 prev = 0;
963 next = 0; 740 next = 0;
964} 741}
965 742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
966object *object::create () 838object *object::create ()
967{ 839{
968 object *op = new object; 840 object *op = new object;
969 op->link (); 841 op->link ();
970 return op; 842 return op;
971} 843}
972 844
973/* 845void
974 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 847{
985 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
986 return; 858 return;
987 859
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
989 remove_friendly_object (this);
990 861
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
992 remove_ob (this);
993 863
994 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
995 890
996 if (more) 891 if (more)
997 { 892 {
998 more->free (free_inventory); 893 more->destroy ();
999 more = 0; 894 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 895 }
1043 896
1044 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
1045 owner = 0; 898 owner = 0;
1046 enemy = 0; 899 enemy = 0;
1047 attacked_by = 0; 900 attacked_by = 0;
1048 901
1049 /* Remove object from the active list */ 902 // only relevant for players(?), but make sure of it anyways
1050 speed = 0; 903 contr = 0;
1051 update_ob_speed (this); 904}
1052 905
1053 unlink (); 906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
1054 911
1055 mortals.push_back (this); 912 if (destroy_inventory)
913 destroy_inv (false);
914
915 attachable::destroy ();
1056} 916}
1057 917
1058/* 918/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1061 */ 921 */
1062
1063void 922void
1064sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
1065{ 924{
1066 while (op != NULL) 925 while (op != NULL)
1067 { 926 {
1071 op->carrying -= weight; 930 op->carrying -= weight;
1072 op = op->env; 931 op = op->env;
1073 } 932 }
1074} 933}
1075 934
1076/* remove_ob(op): 935/* op->remove ():
1077 * This function removes the object op from the linked list of objects 936 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 937 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 940 * the previous environment.
1082 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1083 */ 942 */
1084
1085void 943void
1086remove_ob (object *op) 944object::remove ()
1087{ 945{
1088 object *tmp, *last = 0; 946 object *tmp, *last = 0;
1089 object *otmp; 947 object *otmp;
1090 948
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 950 return;
1099 951
1100 SET_FLAG (op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1101 954
1102 if (op->more != NULL) 955 if (more)
1103 remove_ob (op->more); 956 more->remove ();
1104 957
1105 /* 958 /*
1106 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1107 * inventory. 960 * inventory.
1108 */ 961 */
1109 if (op->env != NULL) 962 if (env)
1110 { 963 {
1111 if (op->nrof) 964 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1113 else 966 else
1114 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1115 968
1116 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 971 * to save cpu time.
1119 */ 972 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 974 otmp->update_stats ();
1122 975
1123 if (op->above != NULL) 976 if (above)
1124 op->above->below = op->below; 977 above->below = below;
1125 else 978 else
1126 op->env->inv = op->below; 979 env->inv = below;
1127 980
1128 if (op->below != NULL) 981 if (below)
1129 op->below->above = op->above; 982 below->above = above;
1130 983
1131 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1134 */ 987 */
1135 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1136 op->map = op->env->map; 989 map = env->map;
1137 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1138 op->env = NULL; 991 env = 0;
1139 } 992 }
1140 else if (op->map) 993 else if (map)
1141 { 994 {
1142 x = op->x; 995 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 } 996 {
1156 997 --map->players;
1157 if (op->map != m) 998 map->last_access = runtime;
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */ 999 }
1000
1164 1001
1165 /* link the object above us */ 1002 /* link the object above us */
1166 if (op->above) 1003 if (above)
1167 op->above->below = op->below; 1004 above->below = below;
1168 else 1005 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1170 1007
1171 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1172 if (op->below) 1009 if (below)
1173 op->below->above = op->above; 1010 below->above = above;
1174 else 1011 else
1175 { 1012 {
1176 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1178 * evident 1015 * evident
1179 */ 1016 */
1180 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1181 { 1018 {
1182 dump_object (op); 1019 char *dump = dump_object (this);
1183 LOG (llevError, 1020 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1021 "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);
1022 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1187 } 1026 }
1188 1027
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1190 } 1029 }
1191 1030
1192 op->above = 0; 1031 above = 0;
1193 op->below = 0; 1032 below = 0;
1194 1033
1195 if (op->map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1196 return; 1035 return;
1197 1036
1198 tag = op->count; 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1038
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 1040 {
1203 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1204 * being removed. 1042 * being removed.
1205 */ 1043 */
1206 1044
1207 if (tmp->type == PLAYER && tmp != op) 1045 if (tmp->type == PLAYER && tmp != this)
1208 { 1046 {
1209 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1211 * appropriately. 1049 * appropriately.
1212 */ 1050 */
1213 if (tmp->container == op) 1051 if (tmp->container == this)
1214 { 1052 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1054 tmp->container = 0;
1217 } 1055 }
1218 1056
1219 tmp->contr->socket.update_look = 1; 1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1220 } 1059 }
1221 1060
1222 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1065 {
1225 move_apply (tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1226 1067
1227 if (was_destroyed (op, tag)) 1068 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1070 }
1232 1071
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1236 tmp->above = NULL; 1075 tmp->above = 0;
1237 1076
1238 last = tmp; 1077 last = tmp;
1239 } 1078 }
1240 1079
1241 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1082 if (!last)
1243 { 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1084 else
1253 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1254 1086
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1257 } 1089 }
1258} 1090}
1259 1091
1260/* 1092/*
1261 * merge_ob(op,top): 1093 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1270{ 1102{
1271 if (!op->nrof) 1103 if (!op->nrof)
1272 return 0; 1104 return 0;
1273 1105
1274 if (top == NULL) 1106 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1276 1109
1277 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1278 { 1111 {
1279 if (top == op) 1112 if (top == op)
1280 continue; 1113 continue;
1281 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1282 { 1116 {
1283 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1284 1118
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1121 op->destroy ();
1288 free_object (op);
1289 return top; 1122 return top;
1290 } 1123 }
1291 } 1124 }
1292 1125
1293 return 0; 1126 return 0;
1296/* 1129/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1299 */ 1132 */
1300object * 1133object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1135{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1137 {
1310 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1312 } 1140 }
1313 1141
1332 * Return value: 1160 * Return value:
1333 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1163 * just 'op' otherwise
1336 */ 1164 */
1337
1338object * 1165object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1167{
1341 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1169 sint16 x, y;
1343 1170
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1171 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1172 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1174 return NULL;
1348 } 1175 }
1349 1176
1350 if (m == NULL) 1177 if (!m)
1351 { 1178 {
1352 dump_object (op); 1179 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1354 return op; 1182 return op;
1355 } 1183 }
1356 1184
1357 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1358 { 1186 {
1359 dump_object (op); 1187 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1189#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1192 * improperly inserted.
1365 */ 1193 */
1366 abort (); 1194 abort ();
1367#endif 1195#endif
1196 free (dump);
1368 return op; 1197 return op;
1369 } 1198 }
1370 1199
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1201 {
1373 dump_object (op); 1202 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1375 return op; 1205 return op;
1376 } 1206 }
1377 1207
1378 if (op->more != NULL) 1208 if (op->more)
1379 { 1209 {
1380 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1381 1211
1382 object *more = op->more; 1212 object *more = op->more;
1383 1213
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1230 {
1401 if (!op->head) 1231 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1233
1404 return NULL; 1234 return 0;
1405 } 1235 }
1406 } 1236 }
1407 1237
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1239
1416 y = op->y; 1246 y = op->y;
1417 1247
1418 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1419 */ 1249 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1423 { 1253 {
1424 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1255 tmp->destroy ();
1426 free_object (tmp);
1427 } 1256 }
1428 1257
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1260
1444 op->below = originator->below; 1273 op->below = originator->below;
1445 1274
1446 if (op->below) 1275 if (op->below)
1447 op->below->above = op; 1276 op->below->above = op;
1448 else 1277 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1450 1279
1451 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1452 originator->below = op; 1281 originator->below = op;
1453 } 1282 }
1454 else 1283 else
1455 { 1284 {
1456 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1287 {
1459 object *last = NULL; 1288 object *last = 0;
1460 1289
1461 /* 1290 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1472 */ 1301 */
1473
1474 while (top != NULL) 1302 while (top)
1475 { 1303 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1305 floor = top;
1478 1306
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1500 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1330 * stacking is a bit odd.
1503 */ 1331 */
1504 if (!(flag & INS_ON_TOP) && 1332 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1334 {
1507 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1337 break;
1510 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1361
1534 if (op->above) 1362 if (op->above)
1535 op->above->below = op; 1363 op->above->below = op;
1536 1364
1537 op->below = NULL; 1365 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1539 } 1367 }
1540 else 1368 else
1541 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1542 op->above = top->above; 1370 op->above = top->above;
1543 1371
1546 1374
1547 op->below = top; 1375 op->below = top;
1548 top->above = op; 1376 top->above = op;
1549 } 1377 }
1550 1378
1551 if (op->above == NULL) 1379 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1554 1382
1555 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1556 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1557 1389
1558 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1560 */ 1392 */
1561 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1565 1397
1566 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1573 * of effect may be sufficient. 1405 * of effect may be sufficient.
1574 */ 1406 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1577 1409
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1580 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1581 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1583 * 1417 *
1584 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1421 * update_object().
1589 1423
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1426 {
1593 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1594 return NULL; 1428 return 0;
1595 1429
1596 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1431 * walk on's.
1598 */ 1432 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1601 return NULL; 1435 return 0;
1602 } 1436 }
1603 1437
1604 return op; 1438 return op;
1605} 1439}
1606 1440
1607/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1610 */ 1444 */
1611void 1445void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1447{
1614 object * 1448 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1449
1619 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1620 1451
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1454 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1455
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1457
1632 tmp1->x = op->x; 1458 tmp1->x = op->x;
1633 tmp1->y = op->y; 1459 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1467}
1636 1468
1637/* 1469/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1474 * global static errmsg array.
1643 */ 1475 */
1644
1645object * 1476object *
1646get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1647{ 1478{
1648 object * 1479 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1481
1653 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1654 { 1483 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1485 return NULL;
1657 } 1486 }
1658 1487
1659 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1660 1489
1661 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1662 { 1491 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1492 else if (!is_removed)
1668 { 1493 {
1669 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1516
1692object * 1517object *
1693decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1694{ 1519{
1695 object *tmp; 1520 object *tmp;
1696 player *pl;
1697 1521
1698 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1523 return op;
1700 1524
1701 if (i > op->nrof) 1525 if (i > op->nrof)
1702 i = op->nrof; 1526 i = op->nrof;
1703 1527
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1529 op->nrof -= i;
1706 else if (op->env != NULL) 1530 else if (op->env)
1707 { 1531 {
1708 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1709 * therein? 1533 * therein?
1710 */ 1534 */
1711 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1540 * and then searching the map for a player.
1717 */ 1541 */
1718 if (!tmp) 1542 if (!tmp)
1719 { 1543 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1722 break; 1547 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1548 }
1728 1549
1729 if (i < op->nrof) 1550 if (i < op->nrof)
1730 { 1551 {
1731 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1553 op->nrof -= i;
1733 if (tmp) 1554 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1736 }
1737 } 1556 }
1738 else 1557 else
1739 { 1558 {
1740 remove_ob (op); 1559 op->remove ();
1741 op->nrof = 0; 1560 op->nrof = 0;
1742 if (tmp) 1561 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1563 }
1747 } 1564 }
1748 else 1565 else
1749 { 1566 {
1750 object *above = op->above; 1567 object *above = op->above;
1751 1568
1752 if (i < op->nrof) 1569 if (i < op->nrof)
1753 op->nrof -= i; 1570 op->nrof -= i;
1754 else 1571 else
1755 { 1572 {
1756 remove_ob (op); 1573 op->remove ();
1757 op->nrof = 0; 1574 op->nrof = 0;
1758 } 1575 }
1759 1576
1760 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1763 { 1580 {
1764 if (op->nrof) 1581 if (op->nrof)
1765 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1766 else 1583 else
1770 1587
1771 if (op->nrof) 1588 if (op->nrof)
1772 return op; 1589 return op;
1773 else 1590 else
1774 { 1591 {
1775 free_object (op); 1592 op->destroy ();
1776 return NULL; 1593 return 0;
1777 } 1594 }
1778} 1595}
1779 1596
1780/* 1597/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1610 op->carrying += weight;
1794 op = op->env; 1611 op = op->env;
1795 } 1612 }
1796} 1613}
1797 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1798/* 1635/*
1799 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1800 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1801 * inside the object environment. 1638 * inside the object environment.
1802 * 1639 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1810 */ 1642 */
1811 1643
1812object * 1644object *
1813insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1814{ 1646{
1815 object * 1647 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1648
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1650 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1651
1839 if (op->more) 1652 if (op->more)
1840 { 1653 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1655 return op;
1844 1657
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1660 if (op->nrof)
1848 { 1661 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1851 { 1664 {
1852 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1666 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1857 */ 1670 */
1858 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1861 op = tmp; 1674 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1677 break;
1865 } 1678 }
1866 1679
1867 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1684 * the linking below
1872 */ 1685 */
1873 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1874 } 1687 }
1875 else 1688 else
1876 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1877 1690
1878 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1694 otmp->update_stats ();
1883 }
1884 1695
1885 op->map = NULL; 1696 op->map = 0;
1886 op->env = where; 1697 op->env = this;
1887 op->above = NULL; 1698 op->above = 0;
1888 op->below = NULL; 1699 op->below = 0;
1889 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1890 1701
1891 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1893 { 1704 {
1894#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1899 } 1710 }
1900 1711
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1713 * It sure simplifies this function...
1903 */ 1714 */
1904 if (where->inv == NULL) 1715 if (!inv)
1905 where->inv = op; 1716 inv = op;
1906 else 1717 else
1907 { 1718 {
1908 op->below = where->inv; 1719 op->below = inv;
1909 op->below->above = op; 1720 op->below->above = op;
1910 where->inv = op; 1721 inv = op;
1911 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1912 return op; 1726 return op;
1913} 1727}
1914 1728
1915/* 1729/*
1916 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1930 * 1744 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1747 * on top.
1934 */ 1748 */
1935
1936int 1749int
1937check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1938{ 1751{
1939 object * 1752 object *tmp;
1940 tmp; 1753 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1754 int x = op->x, y = op->y;
1947 1755
1948 MoveType 1756 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1757
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1759 return 0;
1955
1956 tag = op->count;
1957 1760
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1764
1977 1780
1978 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1980 */ 1783 */
1981 1784
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1983 { 1786 {
1984 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1789 * we don't need to check all of them.
1987 */ 1790 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1827 {
2025 move_apply (tmp, op, originator); 1828 move_apply (tmp, op, originator);
2026 1829
2027 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
2028 return 1; 1831 return 1;
2029 1832
2030 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
2042/* 1845/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2046 */ 1849 */
2047
2048object * 1850object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1852{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
2055 { 1854 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1856 return NULL;
2058 } 1857 }
1858
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2060 if (tmp->arch == at) 1860 if (tmp->arch == at)
2061 return tmp; 1861 return tmp;
1862
2062 return NULL; 1863 return NULL;
2063} 1864}
2064 1865
2065/* 1866/*
2066 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
2069 */ 1870 */
2070
2071object * 1871object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
2073{ 1873{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
2078 { 1875 {
2079 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1877 return NULL;
2081 } 1878 }
1879
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2083 if (tmp->type == type) 1881 if (tmp->type == type)
2084 return tmp; 1882 return tmp;
1883
2085 return NULL; 1884 return NULL;
2086} 1885}
2087 1886
2088/* 1887/*
2089 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2092 */ 1891 */
2093
2094object * 1892object *
2095present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2096{ 1894{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1896 if (tmp->type == type)
2102 return tmp; 1897 return tmp;
1898
2103 return NULL; 1899 return NULL;
2104} 1900}
2105 1901
2106/* 1902/*
2107 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1914 * to be unique.
2119 */ 1915 */
2120
2121object * 1916object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1918{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1921 return tmp;
2131 } 1922
2132 return NULL; 1923 return 0;
2133} 1924}
2134 1925
2135/* 1926/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2139 */ 1930 */
2140
2141object * 1931object *
2142present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2143{ 1933{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1935 if (tmp->arch == at)
2149 return tmp; 1936 return tmp;
1937
2150 return NULL; 1938 return NULL;
2151} 1939}
2152 1940
2153/* 1941/*
2154 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2155 */ 1943 */
2156void 1944void
2157flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2158{ 1946{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1947 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1949 {
2165 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2167 } 1952 }
2168} /* 1953}
1954
1955/*
2169 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2170 */ 1957 */
2171void 1958void
2172unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2173{ 1960{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1961 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1963 {
2180 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2182 } 1966 }
2183} 1967}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
2190 */ 1974 */
2191
2192void 1975void
2193set_cheat (object *op) 1976set_cheat (object *op)
2194{ 1977{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 2001 * customized, changed states, etc.
2219 */ 2002 */
2220
2221int 2003int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 2005{
2224 int
2225 i,
2226 index = 0, flag; 2006 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2229 2008
2230 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2231 { 2010 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 2012 if (!flag)
2234 altern[index++] = i; 2013 altern [index++] = i;
2235 2014
2236 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2243 */ 2022 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 2024 stop = maxfree[i];
2246 } 2025 }
2026
2247 if (!index) 2027 if (!index)
2248 return -1; 2028 return -1;
2029
2249 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2250} 2031}
2251 2032
2252/* 2033/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2038 */
2258
2259int 2039int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2041{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2044 return i;
2269 } 2045
2270 return -1; 2046 return -1;
2271} 2047}
2272 2048
2273/* 2049/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2053 */
2277static void 2054static void
2278permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2279{ 2056{
2280 int 2057 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2058 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2059
2291 tmp = arr[i]; 2060 while (--end)
2292 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2062}
2296 2063
2297/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2070 */
2304void 2071void
2305get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2306{ 2073{
2307 int 2074 int i;
2308 i;
2309 2075
2310 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2077 search_arr[i] = i;
2313 }
2314 2078
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2082}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2094 * there is capable of.
2331 */ 2095 */
2332
2333int 2096int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2098{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2339 2100
2340 sint16 nx, ny; 2101 sint16 nx, ny;
2341 object * 2102 object *tmp;
2342 tmp; 2103 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2104
2346 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2347 2106
2348 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2349 { 2108 {
2361 mp = m; 2120 mp = m;
2362 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2364 2123
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2366 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2127 max = maxfree[i];
2369 }
2370 else 2128 else
2371 { 2129 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2373 2133
2374 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2135 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2379 { 2137 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2141 break;
2385 } 2142
2386 }
2387 if (tmp) 2143 if (tmp)
2388 {
2389 return freedir[i]; 2144 return freedir[i];
2390 }
2391 } 2145 }
2392 } 2146 }
2393 } 2147 }
2148
2394 return 0; 2149 return 0;
2395} 2150}
2396 2151
2397/* 2152/*
2398 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2154 * distance between the two given objects.
2400 */ 2155 */
2401
2402int 2156int
2403distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2404{ 2158{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2160}
2411 2161
2412/* 2162/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2416 */ 2166 */
2417
2418int 2167int
2419find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2420{ 2169{
2421 int 2170 int q;
2422 q;
2423 2171
2424 if (y) 2172 if (y)
2425 q = x * 100 / y; 2173 q = x * 100 / y;
2426 else if (x) 2174 else if (x)
2427 q = -300 * x; 2175 q = -300 * x;
2462int 2210int
2463absdir (int d) 2211absdir (int d)
2464{ 2212{
2465 while (d < 1) 2213 while (d < 1)
2466 d += 8; 2214 d += 8;
2215
2467 while (d > 8) 2216 while (d > 8)
2468 d -= 8; 2217 d -= 8;
2218
2469 return d; 2219 return d;
2470} 2220}
2471 2221
2472/* 2222/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2225 */
2476 2226
2477int 2227int
2478dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2479{ 2229{
2480 int 2230 int d;
2481 d;
2482 2231
2483 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2484 if (d > 4) 2233 if (d > 4)
2485 d = 8 - d; 2234 d = 8 - d;
2235
2486 return d; 2236 return d;
2487} 2237}
2488 2238
2489/* peterm: 2239/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2246 * functions.
2497 */ 2247 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2303 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2557 */ 2305 */
2558
2559
2560int 2306int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2308{
2563 sint16 dx, dy; 2309 sint16 dx, dy;
2564 int
2565 mflags; 2310 int mflags;
2566 2311
2567 if (dir < 0) 2312 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2569 2314
2570 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2583 return 0; 2328 return 0;
2584 2329
2585 /* yes, can see. */ 2330 /* yes, can see. */
2586 if (dir < 9) 2331 if (dir < 9)
2587 return 1; 2332 return 1;
2333
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2337}
2591
2592
2593 2338
2594/* 2339/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2356}
2612 2357
2613
2614/* 2358/*
2615 * create clone from object to another 2359 * create clone from object to another
2616 */ 2360 */
2617object * 2361object *
2618object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2619{ 2363{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2365
2623 if (!asrc) 2366 if (!asrc)
2624 return NULL; 2367 return 0;
2368
2625 src = asrc; 2369 src = asrc;
2626 if (src->head) 2370 if (src->head)
2627 src = src->head; 2371 src = src->head;
2628 2372
2629 prev = NULL; 2373 prev = 0;
2630 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2631 { 2375 {
2632 tmp = get_object (); 2376 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2377 tmp->x -= src->x;
2635 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2636 if (!part->head) 2380 if (!part->head)
2637 { 2381 {
2638 dst = tmp; 2382 dst = tmp;
2639 tmp->head = NULL; 2383 tmp->head = 0;
2640 } 2384 }
2641 else 2385 else
2642 {
2643 tmp->head = dst; 2386 tmp->head = dst;
2644 } 2387
2645 tmp->more = NULL; 2388 tmp->more = 0;
2389
2646 if (prev) 2390 if (prev)
2647 prev->more = tmp; 2391 prev->more = tmp;
2392
2648 prev = tmp; 2393 prev = tmp;
2649 } 2394 }
2650 2395
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2398
2657 return dst; 2399 return dst;
2658} 2400}
2659 2401
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2402/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2408object *
2682load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2683{ 2410{
2684 object * 2411 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2688 2413
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2415
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2416 FILE *tempfile = fopen (filename, "w");
2693 2417
2694 if (tempfile == NULL) 2418 if (tempfile == NULL)
2695 { 2419 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2421 return NULL;
2698 } 2422 }
2699 2423
2700 fprintf (tempfile, obstr); 2424 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2425 fclose (tempfile);
2702 2426
2703 op = get_object (); 2427 op = object::create ();
2704 2428
2705 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2706 2430
2707 if (thawer) 2431 if (thawer)
2708 load_object (thawer, op, 0); 2432 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2442 * returns NULL if no match.
2719 */ 2443 */
2720object * 2444object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2446{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2449 return tmp;
2729 2450
2730 return NULL; 2451 return 0;
2731} 2452}
2732 2453
2733/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2455 * otherwise return NULL.
2735 * 2456 *
2737 * do the desired thing. 2458 * do the desired thing.
2738 */ 2459 */
2739key_value * 2460key_value *
2740get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2741{ 2462{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2464 if (link->key == key)
2748 {
2749 return link; 2465 return link;
2750 }
2751 }
2752 2466
2753 return NULL; 2467 return 0;
2754} 2468}
2755 2469
2756/* 2470/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2472 *
2798 * Returns TRUE on success. 2512 * Returns TRUE on success.
2799 */ 2513 */
2800int 2514int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2516{
2803 key_value *
2804 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2805 2518
2806 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2520 {
2808 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2809 { 2522 {
2837 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2838 2551
2839 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2840 2553
2841 if (!add_key) 2554 if (!add_key)
2842 {
2843 return FALSE; 2555 return FALSE;
2844 } 2556
2845 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2849 * should pass in "" 2561 * should pass in ""
2915 2627
2916 if (env) 2628 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2630
2919 if (map) 2631 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2633
2922 return info; 2634 return info;
2923} 2635}
2924 2636
2925const char * 2637const char *

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines