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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 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
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 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
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. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/* 472/*
532 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
541{ 482{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 485
545 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 487
551 if (is_freed) 488 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
553 490
554 if (is_removed) 491 if (is_removed)
585 tail = new_link; 522 tail = new_link;
586 } 523 }
587 } 524 }
588 } 525 }
589 526
590 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
591} 536}
592 537
593/* 538/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
609 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
612 */ 557 */
613void 558void
614update_ob_speed (object *op) 559object::set_speed (float speed)
615{ 560{
616 extern int arch_init; 561 extern int arch_init;
617 562
618 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated. 564 * since they never really need to be updated.
620 */ 565 */
621 566 if (flag [FLAG_FREED] && speed)
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 567 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 569 speed = 0;
629#endif
630 } 570 }
571
572 this->speed = speed;
631 573
632 if (arch_init) 574 if (arch_init)
633 return; 575 return;
634 576
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
636 { 578 {
637 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
639 return; 581 return;
640 582
641 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
642 * of the list. */ 584 * of the list. */
643 op->active_next = active_objects; 585 active_next = active_objects;
644 586
645 if (op->active_next != NULL) 587 if (active_next)
646 op->active_next->active_prev = op; 588 active_next->active_prev = this;
647 589
648 active_objects = op; 590 active_objects = this;
649 } 591 }
650 else 592 else
651 { 593 {
652 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
654 return; 596 return;
655 597
656 if (op->active_prev == NULL) 598 if (!active_prev)
657 { 599 {
658 active_objects = op->active_next; 600 active_objects = active_next;
659 601
660 if (op->active_next != NULL) 602 if (active_next)
661 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
662 } 604 }
663 else 605 else
664 { 606 {
665 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
666 608
667 if (op->active_next) 609 if (active_next)
668 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
669 } 611 }
670 612
671 op->active_next = NULL; 613 active_next = 0;
672 op->active_prev = NULL; 614 active_prev = 0;
673 } 615 }
674} 616}
675 617
676/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
677 * objects. 619 * objects.
703 op->active_next = NULL; 645 op->active_next = NULL;
704 op->active_prev = NULL; 646 op->active_prev = NULL;
705} 647}
706 648
707/* 649/*
708 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 653 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
715 * 657 *
716 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 659 * current action are:
722 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
727 */ 665 */
728
729void 666void
730update_object (object *op, int action) 667update_object (object *op, int action)
731{ 668{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
734 670
735 if (op == NULL) 671 if (op == NULL)
736 { 672 {
737 /* this should never happen */ 673 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 675 return;
740 } 676 }
741 677
742 if (op->env != NULL) 678 if (op->env)
743 { 679 {
744 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
745 * to do in this case. 681 * to do in this case.
746 */ 682 */
747 return; 683 return;
752 */ 688 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 690 return;
755 691
756 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 694 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 696#ifdef MANY_CORES
761 abort (); 697 abort ();
762#endif 698#endif
763 return; 699 return;
764 } 700 }
765 701
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
773 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
774 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 719 * to have move_allow right now.
798 */ 720 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 723 m.flags_ = P_NEED_UPDATE;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 724 }
805
806 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 727 * that is being removed.
809 */ 728 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
812 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
814 else 733 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 735
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 736 if (op->more)
824 update_object (op->more, action); 737 update_object (op->more, action);
825} 738}
826 739
827object::vector object::mortals;
828object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
829object *object::first; 741object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842 742
843object::object () 743object::object ()
844{ 744{
845 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
846 746
885 object *op = new object; 785 object *op = new object;
886 op->link (); 786 op->link ();
887 return op; 787 return op;
888} 788}
889 789
890/* 790void
891 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 792{
902 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
903 return; 805 return;
904 806
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
906 remove_friendly_object (this);
907
908 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 remove ();
910
911 SET_FLAG (this, FLAG_FREED);
912
913 if (more)
914 {
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (inv)
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 808
961 // hack to ensure that freed objects still have a valid map 809 // hack to ensure that freed objects still have a valid map
962 { 810 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 811 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 812
976 map = freed_map; 824 map = freed_map;
977 x = 1; 825 x = 1;
978 y = 1; 826 y = 1;
979 } 827 }
980 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
981 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
982 owner = 0; 834 owner = 0;
983 enemy = 0; 835 enemy = 0;
984 attacked_by = 0; 836 attacked_by = 0;
985 837
986 // only relevant for players(?), but make sure of it anyways 838 // only relevant for players(?), but make sure of it anyways
987 contr = 0; 839 contr = 0;
988 840
989 /* Remove object from the active list */ 841 /* Remove object from the active list */
990 speed = 0; 842 set_speed (0);
991 update_ob_speed (this);
992 843
993 unlink (); 844 unlink ();
845}
994 846
995 mortals.push_back (this); 847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
996} 909}
997 910
998/* 911/*
999 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1000 * 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)).
1024object::remove () 937object::remove ()
1025{ 938{
1026 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1027 object *otmp; 940 object *otmp;
1028 941
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 943 return;
1033 944
1034 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1035 947
1036 if (more) 948 if (more)
1037 more->remove (); 949 more->remove ();
1038 950
1039 /* 951 /*
1049 961
1050 /* 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
1051 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 964 * to save cpu time.
1053 */ 965 */
1054 if ((otmp = is_player_inv (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))
1055 fix_player (otmp); 967 otmp->update_stats ();
1056 968
1057 if (above != NULL) 969 if (above != NULL)
1058 above->below = below; 970 above->below = below;
1059 else 971 else
1060 env->inv = below; 972 env->inv = below;
1079 991
1080 /* link the object above us */ 992 /* link the object above us */
1081 if (above) 993 if (above)
1082 above->below = below; 994 above->below = below;
1083 else 995 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1085 997
1086 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1087 if (below) 999 if (below)
1088 below->above = above; 1000 below->above = above;
1089 else 1001 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1103 free (dump); 1015 free (dump);
1104 } 1016 }
1105 1017
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1107 } 1019 }
1108 1020
1109 above = 0; 1021 above = 0;
1110 below = 0; 1022 below = 0;
1111 1023
1112 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1113 return; 1025 return;
1114 1026
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1028
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 { 1030 {
1119 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1120 * being removed. 1032 * being removed.
1126 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1127 * appropriately. 1039 * appropriately.
1128 */ 1040 */
1129 if (tmp->container == this) 1041 if (tmp->container == this)
1130 { 1042 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1132 tmp->container = 0; 1044 tmp->container = 0;
1133 } 1045 }
1134 1046
1135 tmp->contr->socket.update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1136 } 1049 }
1137 1050
1138 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1139 if (check_walk_off 1052 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1154 last = tmp; 1067 last = tmp;
1155 } 1068 }
1156 1069
1157 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1158 if (!last) 1071 if (!last)
1159 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1073 else
1169 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1170 1075
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1173 } 1078 }
1174} 1079}
1175 1080
1176/* 1081/*
1185merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1186{ 1091{
1187 if (!op->nrof) 1092 if (!op->nrof)
1188 return 0; 1093 return 0;
1189 1094
1190 if (top == NULL) 1095 if (top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1192 1098
1193 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1194 { 1100 {
1195 if (top == op) 1101 if (top == op)
1196 continue; 1102 continue;
1197 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1198 { 1105 {
1199 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1200 1107
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1247 * Return value: 1154 * Return value:
1248 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1157 * just 'op' otherwise
1251 */ 1158 */
1252
1253object * 1159object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1161{
1256 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1257 sint16 x, y; 1163 sint16 x, y;
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump); 1198 free (dump);
1293 return op; 1199 return op;
1294 } 1200 }
1295 1201
1296 if (op->more != NULL) 1202 if (op->more)
1297 { 1203 {
1298 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1299 1205
1300 object *more = op->more; 1206 object *more = op->more;
1301 1207
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 { 1224 {
1319 if (!op->head) 1225 if (!op->head)
1320 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");
1321 1227
1322 return NULL; 1228 return 0;
1323 } 1229 }
1324 } 1230 }
1325 1231
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1233
1335 1241
1336 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1337 */ 1243 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1341 { 1247 {
1342 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1249 tmp->destroy ();
1344 } 1250 }
1345 1251
1361 op->below = originator->below; 1267 op->below = originator->below;
1362 1268
1363 if (op->below) 1269 if (op->below)
1364 op->below->above = op; 1270 op->below->above = op;
1365 else 1271 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1367 1273
1368 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1369 originator->below = op; 1275 originator->below = op;
1370 } 1276 }
1371 else 1277 else
1417 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1325 * stacking is a bit odd.
1420 */ 1326 */
1421 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 { 1329 {
1424 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1332 break;
1427 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1450 1356
1451 if (op->above) 1357 if (op->above)
1452 op->above->below = op; 1358 op->above->below = op;
1453 1359
1454 op->below = NULL; 1360 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1456 } 1362 }
1457 else 1363 else
1458 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1459 op->above = top->above; 1365 op->above = top->above;
1460 1366
1464 op->below = top; 1370 op->below = top;
1465 top->above = op; 1371 top->above = op;
1466 } 1372 }
1467 1373
1468 if (op->above == NULL) 1374 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1471 1377
1472 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1473 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1474 1380
1475 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1477 */ 1383 */
1478 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1480 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1481 tmp->contr->socket.update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1482 1388
1483 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient. 1396 * of effect may be sufficient.
1491 */ 1397 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1494 1400
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1497 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1498 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1500 * 1408 *
1501 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1412 * update_object().
1506 1414
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 { 1417 {
1510 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1511 return NULL; 1419 return 0;
1512 1420
1513 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1422 * walk on's.
1515 */ 1423 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1518 return NULL; 1426 return 0;
1519 } 1427 }
1520 1428
1521 return op; 1429 return op;
1522} 1430}
1523 1431
1524/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1527 */ 1435 */
1528void 1436void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1438{
1531 object * 1439 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1440
1536 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1537 1442
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1597 1502
1598object * 1503object *
1599decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1600{ 1505{
1601 object *tmp; 1506 object *tmp;
1602 player *pl;
1603 1507
1604 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1509 return op;
1606 1510
1607 if (i > op->nrof) 1511 if (i > op->nrof)
1608 i = op->nrof; 1512 i = op->nrof;
1609 1513
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1515 op->nrof -= i;
1612 else if (op->env != NULL) 1516 else if (op->env)
1613 { 1517 {
1614 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1615 * therein? 1519 * therein?
1616 */ 1520 */
1617 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1526 * and then searching the map for a player.
1623 */ 1527 */
1624 if (!tmp) 1528 if (!tmp)
1625 { 1529 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1628 break; 1533 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1534 }
1634 1535
1635 if (i < op->nrof) 1536 if (i < op->nrof)
1636 { 1537 {
1637 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1539 op->nrof -= i;
1639 if (tmp) 1540 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1642 }
1643 } 1542 }
1644 else 1543 else
1645 { 1544 {
1646 op->remove (); 1545 op->remove ();
1647 op->nrof = 0; 1546 op->nrof = 0;
1648 if (tmp) 1547 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1549 }
1653 } 1550 }
1654 else 1551 else
1655 { 1552 {
1656 object *above = op->above; 1553 object *above = op->above;
1662 op->remove (); 1559 op->remove ();
1663 op->nrof = 0; 1560 op->nrof = 0;
1664 } 1561 }
1665 1562
1666 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1669 { 1566 {
1670 if (op->nrof) 1567 if (op->nrof)
1671 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1672 else 1569 else
1677 if (op->nrof) 1574 if (op->nrof)
1678 return op; 1575 return op;
1679 else 1576 else
1680 { 1577 {
1681 op->destroy (); 1578 op->destroy ();
1682 return NULL; 1579 return 0;
1683 } 1580 }
1684} 1581}
1685 1582
1686/* 1583/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1646 if (op->nrof)
1750 { 1647 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1649 if (object::can_merge (tmp, op))
1753 { 1650 {
1754 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1652 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1776 } 1673 }
1777 else 1674 else
1778 add_weight (this, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1779 1676
1780 otmp = is_player_inv (this); 1677 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1678 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1680 otmp->update_stats ();
1784 1681
1785 op->map = NULL; 1682 op->map = 0;
1786 op->env = this; 1683 op->env = this;
1787 op->above = NULL; 1684 op->above = 0;
1788 op->below = NULL; 1685 op->below = 0;
1789 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1790 1687
1791 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1793 { 1690 {
1794#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1798 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1799 } 1696 }
1800 1697
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function... 1699 * It sure simplifies this function...
1807 { 1704 {
1808 op->below = inv; 1705 op->below = inv;
1809 op->below->above = op; 1706 op->below->above = op;
1810 inv = op; 1707 inv = op;
1811 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1812 1711
1813 return op; 1712 return op;
1814} 1713}
1815 1714
1816/* 1715/*
1868 1767
1869 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1871 */ 1770 */
1872 1771
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1874 { 1773 {
1875 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1776 * we don't need to check all of them.
1878 */ 1777 */
1933/* 1832/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1937 */ 1836 */
1938
1939object * 1837object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1839{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
1946 { 1841 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1843 return NULL;
1949 } 1844 }
1845
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1951 if (tmp->arch == at) 1847 if (tmp->arch == at)
1952 return tmp; 1848 return tmp;
1849
1953 return NULL; 1850 return NULL;
1954} 1851}
1955 1852
1956/* 1853/*
1957 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1960 */ 1857 */
1961
1962object * 1858object *
1963present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1964{ 1860{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1969 { 1862 {
1970 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1864 return NULL;
1972 } 1865 }
1866
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1974 if (tmp->type == type) 1868 if (tmp->type == type)
1975 return tmp; 1869 return tmp;
1870
1976 return NULL; 1871 return NULL;
1977} 1872}
1978 1873
1979/* 1874/*
1980 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1983 */ 1878 */
1984
1985object * 1879object *
1986present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1987{ 1881{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1883 if (tmp->type == type)
1993 return tmp; 1884 return tmp;
1885
1994 return NULL; 1886 return NULL;
1995} 1887}
1996 1888
1997/* 1889/*
1998 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1901 * to be unique.
2010 */ 1902 */
2011
2012object * 1903object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1905{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1908 return tmp;
2022 } 1909
2023 return NULL; 1910 return 0;
2024} 1911}
2025 1912
2026/* 1913/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2030 */ 1917 */
2031
2032object * 1918object *
2033present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2034{ 1920{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1922 if (tmp->arch == at)
2040 return tmp; 1923 return tmp;
1924
2041 return NULL; 1925 return NULL;
2042} 1926}
2043 1927
2044/* 1928/*
2045 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2046 */ 1930 */
2047void 1931void
2048flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2049{ 1933{
2050 object *
2051 tmp;
2052
2053 if (op->inv) 1934 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 { 1936 {
2056 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2058 } 1939 }
2059} /* 1940}
1941
1942/*
2060 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2061 */ 1944 */
2062void 1945void
2063unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2064{ 1947{
2065 object *
2066 tmp;
2067
2068 if (op->inv) 1948 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 { 1950 {
2071 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2073 } 1953 }
2074} 1954}
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2081 */ 1961 */
2082
2083void 1962void
2084set_cheat (object *op) 1963set_cheat (object *op)
2085{ 1964{
2086 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 1988 * customized, changed states, etc.
2110 */ 1989 */
2111
2112int 1990int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 1992{
2115 int
2116 i,
2117 index = 0, flag; 1993 int index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2120 1995
2121 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2122 { 1997 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124 if (!flag) 1999 if (!flag)
2125 altern[index++] = i; 2000 altern [index++] = i;
2126 2001
2127 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2134 */ 2009 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2011 stop = maxfree[i];
2137 } 2012 }
2013
2138 if (!index) 2014 if (!index)
2139 return -1; 2015 return -1;
2016
2140 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2141} 2018}
2142 2019
2143/* 2020/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2025 */
2149
2150int 2026int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2028{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2031 return i;
2160 } 2032
2161 return -1; 2033 return -1;
2162} 2034}
2163 2035
2164/* 2036/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2040 */
2168static void 2041static void
2169permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2170{ 2043{
2171 int 2044 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2045 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2046
2182 tmp = arr[i]; 2047 while (--end)
2183 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2049}
2187 2050
2188/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2057 */
2195void 2058void
2196get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2197{ 2060{
2198 int 2061 int i;
2199 i;
2200 2062
2201 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2064 search_arr[i] = i;
2204 }
2205 2065
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2069}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2081 * there is capable of.
2222 */ 2082 */
2223
2224int 2083int
2225find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2085{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2230 2087
2231 sint16 nx, ny; 2088 sint16 nx, ny;
2232 object * 2089 object *tmp;
2233 tmp;
2234 maptile * 2090 maptile *mp;
2235 mp;
2236 2091
2237 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2238 2093
2239 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2240 { 2095 {
2252 mp = m; 2107 mp = m;
2253 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2255 2110
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2257 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2114 max = maxfree[i];
2260 }
2261 else 2115 else
2262 { 2116 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2264 2120
2265 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2122 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2270 { 2124 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2275 break; 2128 break;
2276 } 2129
2277 }
2278 if (tmp) 2130 if (tmp)
2279 {
2280 return freedir[i]; 2131 return freedir[i];
2281 }
2282 } 2132 }
2283 } 2133 }
2284 } 2134 }
2135
2285 return 0; 2136 return 0;
2286} 2137}
2287 2138
2288/* 2139/*
2289 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2141 * distance between the two given objects.
2291 */ 2142 */
2292
2293int 2143int
2294distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2295{ 2145{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2147}
2302 2148
2303/* 2149/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2307 */ 2153 */
2308
2309int 2154int
2310find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2311{ 2156{
2312 int 2157 int q;
2313 q;
2314 2158
2315 if (y) 2159 if (y)
2316 q = x * 100 / y; 2160 q = x * 100 / y;
2317 else if (x) 2161 else if (x)
2318 q = -300 * x; 2162 q = -300 * x;
2353int 2197int
2354absdir (int d) 2198absdir (int d)
2355{ 2199{
2356 while (d < 1) 2200 while (d < 1)
2357 d += 8; 2201 d += 8;
2202
2358 while (d > 8) 2203 while (d > 8)
2359 d -= 8; 2204 d -= 8;
2205
2360 return d; 2206 return d;
2361} 2207}
2362 2208
2363/* 2209/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2366 */ 2212 */
2367 2213
2368int 2214int
2369dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2370{ 2216{
2371 int 2217 int d;
2372 d;
2373 2218
2374 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2375 if (d > 4) 2220 if (d > 4)
2376 d = 8 - d; 2221 d = 8 - d;
2222
2377 return d; 2223 return d;
2378} 2224}
2379 2225
2380/* peterm: 2226/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2233 * functions.
2388 */ 2234 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2290 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2448 */ 2292 */
2449
2450
2451int 2293int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2295{
2454 sint16 dx, dy; 2296 sint16 dx, dy;
2455 int
2456 mflags; 2297 int mflags;
2457 2298
2458 if (dir < 0) 2299 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2460 2301
2461 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2474 return 0; 2315 return 0;
2475 2316
2476 /* yes, can see. */ 2317 /* yes, can see. */
2477 if (dir < 9) 2318 if (dir < 9)
2478 return 1; 2319 return 1;
2320
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2324}
2482
2483
2484 2325
2485/* 2326/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2343}
2503 2344
2504
2505/* 2345/*
2506 * create clone from object to another 2346 * create clone from object to another
2507 */ 2347 */
2508object * 2348object *
2509object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2518 src = src->head; 2358 src = src->head;
2519 2359
2520 prev = 0; 2360 prev = 0;
2521 for (part = src; part; part = part->more) 2361 for (part = src; part; part = part->more)
2522 { 2362 {
2523 tmp = object::create (); 2363 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2364 tmp->x -= src->x;
2526 tmp->y -= src->y; 2365 tmp->y -= src->y;
2527 2366
2528 if (!part->head) 2367 if (!part->head)
2529 { 2368 {
2530 dst = tmp; 2369 dst = tmp;
2531 tmp->head = 0; 2370 tmp->head = 0;
2532 } 2371 }
2533 else 2372 else
2534 {
2535 tmp->head = dst; 2373 tmp->head = dst;
2536 }
2537 2374
2538 tmp->more = 0; 2375 tmp->more = 0;
2539 2376
2540 if (prev) 2377 if (prev)
2541 prev->more = tmp; 2378 prev->more = tmp;
2553/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2558
2559object * 2395object *
2560load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2561{ 2397{
2562 object *op; 2398 object *op;
2563 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2593 * returns NULL if no match. 2429 * returns NULL if no match.
2594 */ 2430 */
2595object * 2431object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2433{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2436 return tmp;
2603 2437
2604 return NULL; 2438 return 0;
2605} 2439}
2606 2440
2607/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2442 * otherwise return NULL.
2609 * 2443 *
2611 * do the desired thing. 2445 * do the desired thing.
2612 */ 2446 */
2613key_value * 2447key_value *
2614get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2615{ 2449{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2451 if (link->key == key)
2620 return link; 2452 return link;
2621 2453
2622 return NULL; 2454 return 0;
2623} 2455}
2624 2456
2625/* 2457/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2459 *
2667 * Returns TRUE on success. 2499 * Returns TRUE on success.
2668 */ 2500 */
2669int 2501int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2503{
2672 key_value *
2673 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2674 2505
2675 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2507 {
2677 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2678 { 2509 {
2706 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2707 2538
2708 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2709 2540
2710 if (!add_key) 2541 if (!add_key)
2711 {
2712 return FALSE; 2542 return FALSE;
2713 } 2543
2714 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2718 * should pass in "" 2548 * should pass in ""

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