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Comparing deliantra/server/common/object.C (file contents):
Revision 1.48 by root, Thu Sep 14 23:13:48 2006 UTC vs.
Revision 1.99 by root, Sun Dec 31 18:10:40 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * 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
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 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)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 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)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* 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 */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* 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
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
279 276
280 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
282 * check? 279 * check?
283 */ 280 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 282 return 0;
286 283
287 switch (ob1->type) 284 switch (ob1->type)
288 { 285 {
289 case SCROLL: 286 case SCROLL:
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * 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.
377 */ 359 */
378 360
379void 361char *
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 362dump_object (object *op)
435{ 363{
436 if (op == NULL) 364 if (!op)
437 { 365 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 366
445void 367 object_freezer freezer;
446dump_all_objects (void) 368 save_object (freezer, op, 1);
447{ 369 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 370}
456 371
457/* 372/*
458 * 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
459 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
479 */ 394 */
480 395
481object * 396object *
482find_object (tag_t i) 397find_object (tag_t i)
483{ 398{
484 object *op;
485
486 for (op = object::first; op != NULL; op = op->next) 399 for (object *op = object::first; op; op = op->next)
487 if (op->count == i) 400 if (op->count == i)
488 break; 401 return op;
489 402
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 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate ();
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 572}
748 573
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 {
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}
779
780/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
845 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
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) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897} 663}
898 664
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first; 665object *object::first;
902
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}
922 666
923object::object () 667object::object ()
924{ 668{
925 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
926 670
958 702
959 prev = 0; 703 prev = 0;
960 next = 0; 704 next = 0;
961} 705}
962 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
963object *object::create () 831object *object::create ()
964{ 832{
965 object *op = new object; 833 object *op = new object;
966 op->link (); 834 op->link ();
967 return op; 835 return op;
968} 836}
969 837
970/* 838void
971 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 840{
982 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
983 return; 851 return;
984 852
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
986 remove_friendly_object (this);
987 854
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
989 remove_ob (this);
990 856
991 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
992 883
993 if (more) 884 if (more)
994 { 885 {
995 more->free (free_inventory); 886 more->destroy ();
996 more = 0; 887 more = 0;
997 }
998
999 if (inv)
1000 {
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008
1009 while (op)
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 } 888 }
1040 889
1041 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
1042 owner = 0; 891 owner = 0;
1043 enemy = 0; 892 enemy = 0;
1044 attacked_by = 0; 893 attacked_by = 0;
1045 894
1046 /* Remove object from the active list */ 895 // only relevant for players(?), but make sure of it anyways
1047 speed = 0; 896 contr = 0;
1048 update_ob_speed (this); 897}
1049 898
1050 unlink (); 899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
1051 904
1052 mortals.push_back (this); 905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1053} 909}
1054 910
1055/* 911/*
1056 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1058 */ 914 */
1059
1060void 915void
1061sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1062{ 917{
1063 while (op != NULL) 918 while (op != NULL)
1064 { 919 {
1068 op->carrying -= weight; 923 op->carrying -= weight;
1069 op = op->env; 924 op = op->env;
1070 } 925 }
1071} 926}
1072 927
1073/* remove_ob(op): 928/* op->remove ():
1074 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 933 * the previous environment.
1079 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1080 */ 935 */
1081
1082void 936void
1083remove_ob (object *op) 937object::remove ()
1084{ 938{
1085 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1086 object *otmp; 940 object *otmp;
1087 941
1088 int check_walk_off;
1089 mapstruct *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1094 return; 943 return;
1095 944
1096 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1097 947
1098 if (op->more != NULL) 948 if (more)
1099 remove_ob (op->more); 949 more->remove ();
1100 950
1101 /* 951 /*
1102 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1103 * inventory. 953 * inventory.
1104 */ 954 */
1105 if (op->env != NULL) 955 if (env)
1106 { 956 {
1107 if (op->nrof) 957 if (nrof)
1108 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1109 else 959 else
1110 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1111 961
1112 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1113 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 964 * to save cpu time.
1115 */ 965 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp); 967 otmp->update_stats ();
1118 968
1119 if (op->above != NULL) 969 if (above)
1120 op->above->below = op->below; 970 above->below = below;
1121 else 971 else
1122 op->env->inv = op->below; 972 env->inv = below;
1123 973
1124 if (op->below != NULL) 974 if (below)
1125 op->below->above = op->above; 975 below->above = above;
1126 976
1127 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1130 */ 980 */
1131 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1132 op->map = op->env->map; 982 map = env->map;
1133 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1134 op->env = NULL; 984 env = 0;
1135 } 985 }
1136 else if (op->map) 986 else if (map)
1137 { 987 {
1138 x = op->x; 988 if (type == PLAYER)
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 } 989 {
1152 990 --map->players;
1153 if (op->map != m) 991 map->last_access = runtime;
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */ 992 }
993
994 map->dirty = true;
1160 995
1161 /* link the object above us */ 996 /* link the object above us */
1162 if (op->above) 997 if (above)
1163 op->above->below = op->below; 998 above->below = below;
1164 else 999 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1166 1001
1167 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1168 if (op->below) 1003 if (below)
1169 op->below->above = op->above; 1004 below->above = above;
1170 else 1005 else
1171 { 1006 {
1172 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1174 * evident 1009 * evident
1175 */ 1010 */
1176 if (GET_MAP_OB (m, x, y) != op) 1011 if (GET_MAP_OB (map, x, y) != this)
1177 { 1012 {
1178 dump_object (op); 1013 char *dump = dump_object (this);
1179 LOG (llevError, 1014 LOG (llevError,
1180 "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); 1015 "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);
1016 free (dump);
1181 dump_object (GET_MAP_OB (m, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1182 LOG (llevError, "%s\n", errmsg); 1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1183 } 1020 }
1184 1021
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1186 } 1023 }
1187 1024
1188 op->above = 0; 1025 above = 0;
1189 op->below = 0; 1026 below = 0;
1190 1027
1191 if (op->map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1192 return; 1029 return;
1193 1030
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 1032
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1197 { 1034 {
1198 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1199 * being removed. 1036 * being removed.
1200 */ 1037 */
1201 1038
1202 if (tmp->type == PLAYER && tmp != op) 1039 if (tmp->type == PLAYER && tmp != this)
1203 { 1040 {
1204 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1206 * appropriately. 1043 * appropriately.
1207 */ 1044 */
1208 if (tmp->container == op) 1045 if (tmp->container == this)
1209 { 1046 {
1210 CLEAR_FLAG (op, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1211 tmp->container = NULL; 1048 tmp->container = 0;
1212 } 1049 }
1213 1050
1214 tmp->contr->socket.update_look = 1; 1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1215 } 1053 }
1216 1054
1217 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1218 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1219 { 1059 {
1220 move_apply (tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1221 1061
1222 if (op->destroyed ()); 1062 if (destroyed ())
1223 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1224 } 1064 }
1225 1065
1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1227 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1228 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1229 tmp->above = NULL; 1069 tmp->above = 0;
1230 1070
1231 last = tmp; 1071 last = tmp;
1232 } 1072 }
1233 1073
1234 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1235 if (last == NULL) 1076 if (!last)
1236 { 1077 map->at (x, y).flags_ = 0;
1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1238 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1239 * those out anyways, and if there are any flags set right now, they won't
1240 * be correct anyways.
1241 */
1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1243 update_position (op->map, op->x, op->y);
1244 }
1245 else 1078 else
1246 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1247 1080
1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1249 update_all_los (op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1250 } 1083 }
1251} 1084}
1252 1085
1253/* 1086/*
1254 * merge_ob(op,top): 1087 * merge_ob(op,top):
1262merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1263{ 1096{
1264 if (!op->nrof) 1097 if (!op->nrof)
1265 return 0; 1098 return 0;
1266 1099
1267 if (top == NULL) 1100 if (top)
1268 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1269 1103
1270 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1271 { 1105 {
1272 if (top == op) 1106 if (top == op)
1273 continue; 1107 continue;
1274 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1275 { 1110 {
1276 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1277 1112
1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1279 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1280 remove_ob (op); 1115 op->destroy ();
1281 free_object (op);
1282 return top; 1116 return top;
1283 } 1117 }
1284 } 1118 }
1285 1119
1286 return 0; 1120 return 0;
1289/* 1123/*
1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1291 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1292 */ 1126 */
1293object * 1127object *
1294insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295{ 1129{
1296 object *tmp;
1297
1298 if (op->head)
1299 op = op->head;
1300
1301 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1302 { 1131 {
1303 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1304 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1305 } 1134 }
1306 1135
1325 * Return value: 1154 * Return value:
1326 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1327 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1328 * just 'op' otherwise 1157 * just 'op' otherwise
1329 */ 1158 */
1330
1331object * 1159object *
1332insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1333{ 1161{
1334 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1335 sint16 x, y; 1163 sint16 x, y;
1336 1164
1337 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1338 { 1166 {
1339 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1340 return NULL; 1168 return NULL;
1341 } 1169 }
1342 1170
1343 if (m == NULL) 1171 if (!m)
1344 { 1172 {
1345 dump_object (op); 1173 char *dump = dump_object (op);
1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1347 return op; 1176 return op;
1348 } 1177 }
1349 1178
1350 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1351 { 1180 {
1352 dump_object (op); 1181 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1354#ifdef MANY_CORES 1183#ifdef MANY_CORES
1355 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1356 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1357 * improperly inserted. 1186 * improperly inserted.
1358 */ 1187 */
1359 abort (); 1188 abort ();
1360#endif 1189#endif
1190 free (dump);
1361 return op; 1191 return op;
1362 } 1192 }
1363 1193
1364 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 { 1195 {
1366 dump_object (op); 1196 char *dump = dump_object (op);
1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1368 return op; 1199 return op;
1369 } 1200 }
1370 1201
1371 if (op->more != NULL) 1202 if (op->more)
1372 { 1203 {
1373 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1374 1205
1375 object *more = op->more; 1206 object *more = op->more;
1376 1207
1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393 { 1224 {
1394 if (!op->head) 1225 if (!op->head)
1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396 1227
1397 return NULL; 1228 return 0;
1398 } 1229 }
1399 } 1230 }
1400 1231
1401 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1233
1409 y = op->y; 1240 y = op->y;
1410 1241
1411 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1412 */ 1243 */
1413 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1415 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1416 { 1247 {
1417 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1418 remove_ob (tmp); 1249 tmp->destroy ();
1419 free_object (tmp);
1420 } 1250 }
1421 1251
1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424 1254
1437 op->below = originator->below; 1267 op->below = originator->below;
1438 1268
1439 if (op->below) 1269 if (op->below)
1440 op->below->above = op; 1270 op->below->above = op;
1441 else 1271 else
1442 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1443 1273
1444 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1445 originator->below = op; 1275 originator->below = op;
1446 } 1276 }
1447 else 1277 else
1448 { 1278 {
1449 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1451 { 1281 {
1452 object *last = NULL; 1282 object *last = 0;
1453 1283
1454 /* 1284 /*
1455 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1456 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1457 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1461 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1462 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1463 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1464 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1465 */ 1295 */
1466
1467 while (top != NULL) 1296 while (top)
1468 { 1297 {
1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1470 floor = top; 1299 floor = top;
1471 1300
1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1493 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1494 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1495 * stacking is a bit odd. 1324 * stacking is a bit odd.
1496 */ 1325 */
1497 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1499 { 1328 {
1500 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break; 1331 break;
1503 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1525 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1526 1355
1527 if (op->above) 1356 if (op->above)
1528 op->above->below = op; 1357 op->above->below = op;
1529 1358
1530 op->below = NULL; 1359 op->below = 0;
1531 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1532 } 1361 }
1533 else 1362 else
1534 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1535 op->above = top->above; 1364 op->above = top->above;
1536 1365
1539 1368
1540 op->below = top; 1369 op->below = top;
1541 top->above = op; 1370 top->above = op;
1542 } 1371 }
1543 1372
1544 if (op->above == NULL) 1373 if (!op->above)
1545 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1546 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1547 1376
1548 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1549 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->last_access = runtime;
1382 }
1383
1384 op->map->dirty = true;
1550 1385
1551 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1552 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1553 */ 1388 */
1554 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1556 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1557 tmp->contr->socket.update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1558 1393
1559 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1565 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1566 * of effect may be sufficient. 1401 * of effect may be sufficient.
1567 */ 1402 */
1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1569 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1570 1405
1571 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1572 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1573 1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1574 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1575 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1576 * 1413 *
1577 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1578 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1579 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1580 * update_object(). 1417 * update_object().
1582 1419
1583 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1584 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1585 { 1422 {
1586 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1587 return NULL; 1424 return 0;
1588 1425
1589 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1590 * walk on's. 1427 * walk on's.
1591 */ 1428 */
1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1593 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1594 return NULL; 1431 return 0;
1595 } 1432 }
1596 1433
1597 return op; 1434 return op;
1598} 1435}
1599 1436
1600/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1601 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1602 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1603 */ 1440 */
1604void 1441void
1605replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1606{ 1443{
1607 object * 1444 object *tmp, *tmp1;
1608 tmp;
1609 object *
1610 tmp1;
1611 1445
1612 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1613 1447
1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615 {
1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617 { 1450 tmp->destroy ();
1618 remove_ob (tmp);
1619 free_object (tmp);
1620 }
1621 }
1622 1451
1623 tmp1 = arch_to_object (archetype::find (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1624 1453
1625 tmp1->x = op->x; 1454 tmp1->x = op->x;
1626 tmp1->y = op->y; 1455 tmp1->y = op->y;
1627 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1628} 1463}
1629 1464
1630/* 1465/*
1631 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1634 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1635 * global static errmsg array. 1470 * global static errmsg array.
1636 */ 1471 */
1637
1638object * 1472object *
1639get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1640{ 1474{
1641 object * 1475 object *newob;
1642 newob;
1643 int
1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1645 1477
1646 if (orig_ob->nrof < nr) 1478 if (orig_ob->nrof < nr)
1647 { 1479 {
1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649 return NULL; 1481 return NULL;
1650 } 1482 }
1651 1483
1652 newob = object_create_clone (orig_ob); 1484 newob = object_create_clone (orig_ob);
1653 1485
1654 if ((orig_ob->nrof -= nr) < 1) 1486 if ((orig_ob->nrof -= nr) < 1)
1655 { 1487 orig_ob->destroy (1);
1656 if (!is_removed)
1657 remove_ob (orig_ob);
1658 free_object2 (orig_ob, 1);
1659 }
1660 else if (!is_removed) 1488 else if (!is_removed)
1661 { 1489 {
1662 if (orig_ob->env != NULL) 1490 if (orig_ob->env != NULL)
1663 sub_weight (orig_ob->env, orig_ob->weight * nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1684 1512
1685object * 1513object *
1686decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1687{ 1515{
1688 object *tmp; 1516 object *tmp;
1689 player *pl;
1690 1517
1691 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1692 return op; 1519 return op;
1693 1520
1694 if (i > op->nrof) 1521 if (i > op->nrof)
1695 i = op->nrof; 1522 i = op->nrof;
1696 1523
1697 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i; 1525 op->nrof -= i;
1699 else if (op->env != NULL) 1526 else if (op->env)
1700 { 1527 {
1701 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1702 * therein? 1529 * therein?
1703 */ 1530 */
1704 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1705 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player. 1536 * and then searching the map for a player.
1710 */ 1537 */
1711 if (!tmp) 1538 if (!tmp)
1712 { 1539 for_all_players (pl)
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1715 break; 1543 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 } 1544 }
1721 1545
1722 if (i < op->nrof) 1546 if (i < op->nrof)
1723 { 1547 {
1724 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i; 1549 op->nrof -= i;
1726 if (tmp) 1550 if (tmp)
1727 {
1728 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1729 }
1730 } 1552 }
1731 else 1553 else
1732 { 1554 {
1733 remove_ob (op); 1555 op->remove ();
1734 op->nrof = 0; 1556 op->nrof = 0;
1735 if (tmp) 1557 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1738 }
1739 } 1559 }
1740 } 1560 }
1741 else 1561 else
1742 { 1562 {
1743 object *above = op->above; 1563 object *above = op->above;
1744 1564
1745 if (i < op->nrof) 1565 if (i < op->nrof)
1746 op->nrof -= i; 1566 op->nrof -= i;
1747 else 1567 else
1748 { 1568 {
1749 remove_ob (op); 1569 op->remove ();
1750 op->nrof = 0; 1570 op->nrof = 0;
1751 } 1571 }
1752 1572
1753 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1754 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1755 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1756 { 1576 {
1757 if (op->nrof) 1577 if (op->nrof)
1758 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1759 else 1579 else
1763 1583
1764 if (op->nrof) 1584 if (op->nrof)
1765 return op; 1585 return op;
1766 else 1586 else
1767 { 1587 {
1768 free_object (op); 1588 op->destroy ();
1769 return NULL; 1589 return 0;
1770 } 1590 }
1771} 1591}
1772 1592
1773/* 1593/*
1774 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1786 op->carrying += weight; 1606 op->carrying += weight;
1787 op = op->env; 1607 op = op->env;
1788 } 1608 }
1789} 1609}
1790 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1791/* 1631/*
1792 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1793 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1794 * inside the object environment. 1634 * inside the object environment.
1795 * 1635 *
1796 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1797 * the inventory at the last position or next to other objects of the same
1798 * type.
1799 * Frank: Now sorted by type, archetype and magic!
1800 *
1801 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1802 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1803 */ 1638 */
1804 1639
1805object * 1640object *
1806insert_ob_in_ob (object *op, object *where) 1641object::insert (object *op)
1807{ 1642{
1808 object * 1643 object *tmp, *otmp;
1809 tmp, *
1810 otmp;
1811 1644
1812 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 { 1646 op->remove ();
1814 dump_object (op);
1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1816 return op;
1817 }
1818
1819 if (where == NULL)
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where->head)
1827 {
1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1829 where = where->head;
1830 }
1831 1647
1832 if (op->more) 1648 if (op->more)
1833 { 1649 {
1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1835 return op; 1651 return op;
1837 1653
1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1839 CLEAR_FLAG (op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1840 if (op->nrof) 1656 if (op->nrof)
1841 { 1657 {
1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1843 if (CAN_MERGE (tmp, op)) 1659 if (object::can_merge (tmp, op))
1844 { 1660 {
1845 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1846 (client needs the original object) */ 1662 (client needs the original object) */
1847 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1848 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1849 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1850 */ 1666 */
1851 add_weight (where, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1852 SET_FLAG (op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1853 free_object (op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1854 op = tmp; 1670 op = tmp;
1855 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1856 CLEAR_FLAG (op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1857 break; 1673 break;
1858 } 1674 }
1859 1675
1860 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1861 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1862 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1863 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1864 * the linking below 1680 * the linking below
1865 */ 1681 */
1866 add_weight (where, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1867 } 1683 }
1868 else 1684 else
1869 add_weight (where, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1870 1686
1871 otmp = is_player_inv (where); 1687 otmp = this->in_player ();
1872 if (otmp && otmp->contr != NULL) 1688 if (otmp && otmp->contr)
1873 {
1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1875 fix_player (otmp); 1690 otmp->update_stats ();
1876 }
1877 1691
1878 op->map = NULL; 1692 op->map = 0;
1879 op->env = where; 1693 op->env = this;
1880 op->above = NULL; 1694 op->above = 0;
1881 op->below = NULL; 1695 op->below = 0;
1882 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1883 1697
1884 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1885 if ((op->glow_radius != 0) && where->map) 1699 if ((op->glow_radius != 0) && map)
1886 { 1700 {
1887#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1889#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map)) 1704 if (map->darkness)
1891 update_all_los (where->map, where->x, where->y); 1705 update_all_los (map, x, y);
1892 } 1706 }
1893 1707
1894 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1895 * It sure simplifies this function... 1709 * It sure simplifies this function...
1896 */ 1710 */
1897 if (where->inv == NULL) 1711 if (!inv)
1898 where->inv = op; 1712 inv = op;
1899 else 1713 else
1900 { 1714 {
1901 op->below = where->inv; 1715 op->below = inv;
1902 op->below->above = op; 1716 op->below->above = op;
1903 where->inv = op; 1717 inv = op;
1904 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1905 return op; 1722 return op;
1906} 1723}
1907 1724
1908/* 1725/*
1909 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1923 * 1740 *
1924 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1925 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1926 * on top. 1743 * on top.
1927 */ 1744 */
1928
1929int 1745int
1930check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1931{ 1747{
1932 object *tmp; 1748 object *tmp;
1933 mapstruct *m = op->map; 1749 maptile *m = op->map;
1934 int x = op->x, y = op->y; 1750 int x = op->x, y = op->y;
1935 1751
1936 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
1937 1753
1938 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1960 1776
1961 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1962 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1963 */ 1779 */
1964 1780
1965 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1966 { 1782 {
1967 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1968 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1969 * we don't need to check all of them. 1785 * we don't need to check all of them.
1970 */ 1786 */
2025/* 1841/*
2026 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2027 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2029 */ 1845 */
2030
2031object * 1846object *
2032present_arch (const archetype *at, mapstruct *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
2033{ 1848{
2034 object *
2035 tmp;
2036
2037 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
2038 { 1850 {
2039 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2040 return NULL; 1852 return NULL;
2041 } 1853 }
1854
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2043 if (tmp->arch == at) 1856 if (tmp->arch == at)
2044 return tmp; 1857 return tmp;
1858
2045 return NULL; 1859 return NULL;
2046} 1860}
2047 1861
2048/* 1862/*
2049 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2050 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2051 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2052 */ 1866 */
2053
2054object * 1867object *
2055present (unsigned char type, mapstruct *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
2056{ 1869{
2057 object *
2058 tmp;
2059
2060 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
2061 { 1871 {
2062 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2063 return NULL; 1873 return NULL;
2064 } 1874 }
1875
2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2066 if (tmp->type == type) 1877 if (tmp->type == type)
2067 return tmp; 1878 return tmp;
1879
2068 return NULL; 1880 return NULL;
2069} 1881}
2070 1882
2071/* 1883/*
2072 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2073 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2074 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2075 */ 1887 */
2076
2077object * 1888object *
2078present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
2079{ 1890{
2080 object *
2081 tmp;
2082
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 if (tmp->type == type) 1892 if (tmp->type == type)
2085 return tmp; 1893 return tmp;
1894
2086 return NULL; 1895 return NULL;
2087} 1896}
2088 1897
2089/* 1898/*
2090 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2098 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2099 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2100 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2101 * to be unique. 1910 * to be unique.
2102 */ 1911 */
2103
2104object * 1912object *
2105present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2106{ 1914{
2107 object *
2108 tmp;
2109
2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2111 {
2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2113 return tmp; 1917 return tmp;
2114 } 1918
2115 return NULL; 1919 return 0;
2116} 1920}
2117 1921
2118/* 1922/*
2119 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2120 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2121 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2122 */ 1926 */
2123
2124object * 1927object *
2125present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2126{ 1929{
2127 object *
2128 tmp;
2129
2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2131 if (tmp->arch == at) 1931 if (tmp->arch == at)
2132 return tmp; 1932 return tmp;
1933
2133 return NULL; 1934 return NULL;
2134} 1935}
2135 1936
2136/* 1937/*
2137 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2138 */ 1939 */
2139void 1940void
2140flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2141{ 1942{
2142 object *
2143 tmp;
2144
2145 if (op->inv) 1943 if (op->inv)
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 { 1945 {
2148 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2149 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2150 } 1948 }
2151} /* 1949}
1950
1951/*
2152 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2153 */ 1953 */
2154void 1954void
2155unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2156{ 1956{
2157 object *
2158 tmp;
2159
2160 if (op->inv) 1957 if (op->inv)
2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 { 1959 {
2163 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2164 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2165 } 1962 }
2166} 1963}
2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2170 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2171 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2172 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2173 */ 1970 */
2174
2175void 1971void
2176set_cheat (object *op) 1972set_cheat (object *op)
2177{ 1973{
2178 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2179 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2198 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2199 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2200 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2201 * customized, changed states, etc. 1997 * customized, changed states, etc.
2202 */ 1998 */
2203
2204int 1999int
2205find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{ 2001{
2207 int
2208 i,
2209 index = 0, flag; 2002 int index = 0, flag;
2210 static int
2211 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2212 2004
2213 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2214 { 2006 {
2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2216 if (!flag) 2008 if (!flag)
2217 altern[index++] = i; 2009 altern [index++] = i;
2218 2010
2219 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2220 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2221 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2222 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2223 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2224 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2225 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2226 */ 2018 */
2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2228 stop = maxfree[i]; 2020 stop = maxfree[i];
2229 } 2021 }
2022
2230 if (!index) 2023 if (!index)
2231 return -1; 2024 return -1;
2025
2232 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2233} 2027}
2234 2028
2235/* 2029/*
2236 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2237 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2238 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2239 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2240 */ 2034 */
2241
2242int 2035int
2243find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{ 2037{
2245 int
2246 i;
2247
2248 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2249 {
2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2251 return i; 2040 return i;
2252 } 2041
2253 return -1; 2042 return -1;
2254} 2043}
2255 2044
2256/* 2045/*
2257 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2258 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2259 */ 2049 */
2260static void 2050static void
2261permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2262{ 2052{
2263 int 2053 arr += begin;
2264 i,
2265 j,
2266 tmp,
2267 len;
2268
2269 len = end - begin; 2054 end -= begin;
2270 for (i = begin; i < end; i++)
2271 {
2272 j = begin + RANDOM () % len;
2273 2055
2274 tmp = arr[i]; 2056 while (--end)
2275 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2276 arr[j] = tmp;
2277 }
2278} 2058}
2279 2059
2280/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2281 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2282 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2285 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2286 */ 2066 */
2287void 2067void
2288get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2289{ 2069{
2290 int 2070 int i;
2291 i;
2292 2071
2293 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2294 {
2295 search_arr[i] = i; 2073 search_arr[i] = i;
2296 }
2297 2074
2298 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2301} 2078}
2310 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2311 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2312 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2313 * there is capable of. 2090 * there is capable of.
2314 */ 2091 */
2315
2316int 2092int
2317find_dir (mapstruct *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2318{ 2094{
2319 int
2320 i,
2321 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2322 2096
2323 sint16 nx, ny; 2097 sint16 nx, ny;
2324 object * 2098 object *tmp;
2325 tmp; 2099 maptile *mp;
2326 mapstruct *
2327 mp;
2328 2100
2329 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2330 2102
2331 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2332 { 2104 {
2344 mp = m; 2116 mp = m;
2345 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2346 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2347 2119
2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2349 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2350 {
2351 max = maxfree[i]; 2123 max = maxfree[i];
2352 }
2353 else 2124 else
2354 { 2125 {
2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2356 2129
2357 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2358 {
2359 max = maxfree[i]; 2131 max = maxfree[i];
2360 }
2361 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2362 { 2133 {
2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2364 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2366 {
2367 break; 2137 break;
2368 } 2138
2369 }
2370 if (tmp) 2139 if (tmp)
2371 {
2372 return freedir[i]; 2140 return freedir[i];
2373 }
2374 } 2141 }
2375 } 2142 }
2376 } 2143 }
2144
2377 return 0; 2145 return 0;
2378} 2146}
2379 2147
2380/* 2148/*
2381 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2382 * distance between the two given objects. 2150 * distance between the two given objects.
2383 */ 2151 */
2384
2385int 2152int
2386distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2387{ 2154{
2388 int
2389 i;
2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 return i;
2393} 2156}
2394 2157
2395/* 2158/*
2396 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2397 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2398 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2399 */ 2162 */
2400
2401int 2163int
2402find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2403{ 2165{
2404 int 2166 int q;
2405 q;
2406 2167
2407 if (y) 2168 if (y)
2408 q = x * 100 / y; 2169 q = x * 100 / y;
2409 else if (x) 2170 else if (x)
2410 q = -300 * x; 2171 q = -300 * x;
2445int 2206int
2446absdir (int d) 2207absdir (int d)
2447{ 2208{
2448 while (d < 1) 2209 while (d < 1)
2449 d += 8; 2210 d += 8;
2211
2450 while (d > 8) 2212 while (d > 8)
2451 d -= 8; 2213 d -= 8;
2214
2452 return d; 2215 return d;
2453} 2216}
2454 2217
2455/* 2218/*
2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2458 */ 2221 */
2459 2222
2460int 2223int
2461dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2462{ 2225{
2463 int 2226 int d;
2464 d;
2465 2227
2466 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2467 if (d > 4) 2229 if (d > 4)
2468 d = 8 - d; 2230 d = 8 - d;
2231
2469 return d; 2232 return d;
2470} 2233}
2471 2234
2472/* peterm: 2235/* peterm:
2473 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2476 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2477 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2478 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2479 * functions. 2242 * functions.
2480 */ 2243 */
2481
2482int
2483 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2484 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2485 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2486 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2487 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2488 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2536 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2537 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2538 * can see a direct way to get it 2299 * can see a direct way to get it
2539 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2540 */ 2301 */
2541
2542
2543int 2302int
2544can_see_monsterP (mapstruct *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2545{ 2304{
2546 sint16 dx, dy; 2305 sint16 dx, dy;
2547 int
2548 mflags; 2306 int mflags;
2549 2307
2550 if (dir < 0) 2308 if (dir < 0)
2551 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2552 2310
2553 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2566 return 0; 2324 return 0;
2567 2325
2568 /* yes, can see. */ 2326 /* yes, can see. */
2569 if (dir < 9) 2327 if (dir < 9)
2570 return 1; 2328 return 1;
2329
2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2572 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2573} 2333}
2574
2575
2576 2334
2577/* 2335/*
2578 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2579 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2580 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2593 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2594} 2352}
2595 2353
2596
2597/* 2354/*
2598 * create clone from object to another 2355 * create clone from object to another
2599 */ 2356 */
2600object * 2357object *
2601object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2602{ 2359{
2603 object *
2604 dst = NULL, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2605 2361
2606 if (!asrc) 2362 if (!asrc)
2607 return NULL; 2363 return 0;
2364
2608 src = asrc; 2365 src = asrc;
2609 if (src->head) 2366 if (src->head)
2610 src = src->head; 2367 src = src->head;
2611 2368
2612 prev = NULL; 2369 prev = 0;
2613 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2614 { 2371 {
2615 tmp = get_object (); 2372 tmp = part->clone ();
2616 copy_object (part, tmp);
2617 tmp->x -= src->x; 2373 tmp->x -= src->x;
2618 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2619 if (!part->head) 2376 if (!part->head)
2620 { 2377 {
2621 dst = tmp; 2378 dst = tmp;
2622 tmp->head = NULL; 2379 tmp->head = 0;
2623 } 2380 }
2624 else 2381 else
2625 {
2626 tmp->head = dst; 2382 tmp->head = dst;
2627 } 2383
2628 tmp->more = NULL; 2384 tmp->more = 0;
2385
2629 if (prev) 2386 if (prev)
2630 prev->more = tmp; 2387 prev->more = tmp;
2388
2631 prev = tmp; 2389 prev = tmp;
2632 } 2390 }
2633 2391
2634 for (item = src->inv; item; item = item->below) 2392 for (item = src->inv; item; item = item->below)
2635 insert_ob_in_ob (object_create_clone (item), dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2641/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2642/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2643/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2644/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2645/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2646
2647object * 2404object *
2648load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2649{ 2406{
2650 object *op; 2407 object *op;
2651 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2661 } 2418 }
2662 2419
2663 fprintf (tempfile, obstr); 2420 fprintf (tempfile, obstr);
2664 fclose (tempfile); 2421 fclose (tempfile);
2665 2422
2666 op = get_object (); 2423 op = object::create ();
2667 2424
2668 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2669 2426
2670 if (thawer) 2427 if (thawer)
2671 load_object (thawer, op, 0); 2428 load_object (thawer, op, 0);
2681 * returns NULL if no match. 2438 * returns NULL if no match.
2682 */ 2439 */
2683object * 2440object *
2684find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2685{ 2442{
2686 object *tmp;
2687
2688 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp; 2445 return tmp;
2691 2446
2692 return NULL; 2447 return 0;
2693} 2448}
2694 2449
2695/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2696 * otherwise return NULL. 2451 * otherwise return NULL.
2697 * 2452 *
2699 * do the desired thing. 2454 * do the desired thing.
2700 */ 2455 */
2701key_value * 2456key_value *
2702get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2703{ 2458{
2704 key_value *link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2707 if (link->key == key) 2460 if (link->key == key)
2708 return link; 2461 return link;
2709 2462
2710 return NULL; 2463 return 0;
2711} 2464}
2712 2465
2713/* 2466/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2468 *
2755 * Returns TRUE on success. 2508 * Returns TRUE on success.
2756 */ 2509 */
2757int 2510int
2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{ 2512{
2760 key_value *
2761 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2762 2514
2763 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2764 { 2516 {
2765 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2766 { 2518 {
2794 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2795 2547
2796 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2797 2549
2798 if (!add_key) 2550 if (!add_key)
2799 {
2800 return FALSE; 2551 return FALSE;
2801 } 2552
2802 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2803 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2804 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2805 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2806 * should pass in "" 2557 * should pass in ""
2855 } 2606 }
2856 else 2607 else
2857 item = item->env; 2608 item = item->env;
2858} 2609}
2859 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2860// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2861const char * 2639const char *
2862object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2863{ 2641{
2642 char flagdesc[512];
2864 char info2[256 * 3]; 2643 char info2[256 * 4];
2865 char *p = info; 2644 char *p = info;
2866 2645
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2868 count, 2647 count, uuid.seq,
2869 &name, 2648 &name,
2870 title ? " " : "", 2649 title ? "\",title:" : "",
2871 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2872 2652
2873 if (env) 2653 if (env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875 2655
2876 if (map) 2656 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2878 2658
2879 return info; 2659 return info;
2880} 2660}
2881 2661
2882const char * 2662const char *

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