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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 226 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 227 || ob1->name != ob2->name
229 || ob1->title != ob2->title 228 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 230 || ob1->weight != ob2->weight
364{ 363{
365 if (!op) 364 if (!op)
366 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
367 366
368 object_freezer freezer; 367 object_freezer freezer;
369 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
370 return freezer.as_string (); 369 return freezer.as_string ();
371} 370}
372 371
373/* 372/*
374 * 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
467 } 466 }
468 467
469 op->key_values = 0; 468 op->key_values = 0;
470} 469}
471 470
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 471/*
515 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
518 * 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,
524{ 481{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 484
528 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 486
534 if (is_freed) 487 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
536 489
537 if (is_removed) 490 if (is_removed)
568 tail = new_link; 521 tail = new_link;
569 } 522 }
570 } 523 }
571 } 524 }
572 525
573 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
574} 527}
575 528
576object * 529object *
577object::clone () 530object::clone ()
578{ 531{
584/* 537/*
585 * 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
586 * 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
587 * 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.
588 */ 541 */
589
590void 542void
591update_turn_face (object *op) 543update_turn_face (object *op)
592{ 544{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 546 return;
547
595 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
597} 550}
598 551
599/* 552/*
600 * 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
601 * 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.
602 * 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.
603 */ 556 */
604void 557void
605update_ob_speed (object *op) 558object::set_speed (float speed)
606{ 559{
607 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 561 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 563 speed = 0;
620#endif
621 } 564 }
622 565
623 if (arch_init) 566 this->speed = speed;
624 return;
625 567
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
627 { 569 {
628 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
630 return; 572 return;
631 573
632 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
633 * of the list. */ 575 * of the list. */
634 op->active_next = active_objects; 576 active_next = active_objects;
635 577
636 if (op->active_next != NULL) 578 if (active_next)
637 op->active_next->active_prev = op; 579 active_next->active_prev = this;
638 580
639 active_objects = op; 581 active_objects = this;
640 } 582 }
641 else 583 else
642 { 584 {
643 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
645 return; 587 return;
646 588
647 if (op->active_prev == NULL) 589 if (!active_prev)
648 { 590 {
649 active_objects = op->active_next; 591 active_objects = active_next;
650 592
651 if (op->active_next != NULL) 593 if (active_next)
652 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
653 } 595 }
654 else 596 else
655 { 597 {
656 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
657 599
658 if (op->active_next) 600 if (active_next)
659 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
660 } 602 }
661 603
662 op->active_next = NULL; 604 active_next = 0;
663 op->active_prev = NULL; 605 active_prev = 0;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 { 606 }
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 607}
697 608
698/* 609/*
699 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 613 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 614 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 615 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
706 * 617 *
707 * action is a hint of what the caller believes need to be done. 618 * action is a hint of what the caller believes need to be done.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 619 * current action are:
713 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 623 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
718 */ 625 */
719
720void 626void
721update_object (object *op, int action) 627update_object (object *op, int action)
722{ 628{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
725 630
726 if (op == NULL) 631 if (op == NULL)
727 { 632 {
728 /* this should never happen */ 633 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 635 return;
731 } 636 }
732 637
733 if (op->env != NULL) 638 if (op->env)
734 { 639 {
735 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
736 * to do in this case. 641 * to do in this case.
737 */ 642 */
738 return; 643 return;
743 */ 648 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 650 return;
746 651
747 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 654 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 656#ifdef MANY_CORES
752 abort (); 657 abort ();
753#endif 658#endif
754 return; 659 return;
755 } 660 }
756 661
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
764 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
765 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 675 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 677 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 679 * to have move_allow right now.
789 */ 680 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 683 m.flags_ = P_NEED_UPDATE;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 684 }
796
797 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 687 * that is being removed.
800 */ 688 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
803 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
805 else 693 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 695
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 696 if (op->more)
815 update_object (op->more, action); 697 update_object (op->more, action);
816} 698}
817 699
818object::vector object::mortals;
819object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
820object *object::first; 701object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832}
833 702
834object::object () 703object::object ()
835{ 704{
836 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
837 706
869 738
870 prev = 0; 739 prev = 0;
871 next = 0; 740 next = 0;
872} 741}
873 742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
874object *object::create () 838object *object::create ()
875{ 839{
876 object *op = new object; 840 object *op = new object;
877 op->link (); 841 op->link ();
878 return op; 842 return op;
879} 843}
880 844
881/* 845void
882 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 847{
893 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
894 return; 858 return;
895 859
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
897 remove_friendly_object (this);
898 861
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
900 remove ();
901 863
902 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
903 865
904 if (more) 866 destroy_inv (true);
905 { 867 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909
910 if (inv)
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 868
952 // hack to ensure that freed objects still have a valid map 869 // hack to ensure that freed objects still have a valid map
953 { 870 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 871 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 872
959 876
960 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 878 freed_map->width = 3;
962 freed_map->height = 3; 879 freed_map->height = 3;
963 880
964 freed_map->allocate (); 881 freed_map->alloc ();
965 } 882 }
966 883
967 map = freed_map; 884 map = freed_map;
968 x = 1; 885 x = 1;
969 y = 1; 886 y = 1;
970 } 887 }
971 888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
972 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
973 owner = 0; 898 owner = 0;
974 enemy = 0; 899 enemy = 0;
975 attacked_by = 0; 900 attacked_by = 0;
976 901
977 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
978 contr = 0; 903 contr = 0;
904}
979 905
980 /* Remove object from the active list */ 906void
981 speed = 0; 907object::destroy (bool destroy_inventory)
982 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
983 911
984 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
985 914
986 mortals.push_back (this); 915 attachable::destroy ();
987} 916}
988 917
989/* 918/*
990 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1015object::remove () 944object::remove ()
1016{ 945{
1017 object *tmp, *last = 0; 946 object *tmp, *last = 0;
1018 object *otmp; 947 object *otmp;
1019 948
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 950 return;
1024 951
1025 SET_FLAG (this, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1026 954
1027 if (more) 955 if (more)
1028 more->remove (); 956 more->remove ();
1029 957
1030 /* 958 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 971 * to save cpu time.
1044 */ 972 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 974 otmp->update_stats ();
1047 975
1048 if (above != NULL) 976 if (above)
1049 above->below = below; 977 above->below = below;
1050 else 978 else
1051 env->inv = below; 979 env->inv = below;
1052 980
1053 if (below != NULL) 981 if (below)
1054 below->above = above; 982 below->above = above;
1055 983
1056 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 990 above = 0, below = 0;
1063 env = 0; 991 env = 0;
1064 } 992 }
1065 else if (map) 993 else if (map)
1066 { 994 {
1067 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1070 1001
1071 /* link the object above us */ 1002 /* link the object above us */
1072 if (above) 1003 if (above)
1073 above->below = below; 1004 above->below = below;
1074 else 1005 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1076 1007
1077 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1078 if (below) 1009 if (below)
1079 below->above = above; 1010 below->above = above;
1080 else 1011 else
1092 dump = dump_object (GET_MAP_OB (map, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1094 free (dump); 1025 free (dump);
1095 } 1026 }
1096 1027
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1098 } 1029 }
1099 1030
1100 above = 0; 1031 above = 0;
1101 below = 0; 1032 below = 0;
1102 1033
1103 if (map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1104 return; 1035 return;
1105 1036
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1038
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1109 { 1040 {
1110 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1111 * being removed. 1042 * being removed.
1112 */ 1043 */
1113 1044
1117 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1118 * appropriately. 1049 * appropriately.
1119 */ 1050 */
1120 if (tmp->container == this) 1051 if (tmp->container == this)
1121 { 1052 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1054 tmp->container = 0;
1124 } 1055 }
1125 1056
1057 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1058 tmp->contr->ns->floorbox_update ();
1127 } 1059 }
1128 1060
1129 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1130 if (check_walk_off 1062 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1065 {
1134 move_apply (tmp, this, 0); 1066 move_apply (tmp, this, 0);
1136 if (destroyed ()) 1068 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1070 }
1139 1071
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1142 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1143 tmp->above = 0; 1075 tmp->above = 0;
1144 1076
1145 last = tmp; 1077 last = tmp;
1146 } 1078 }
1147 1079
1148 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1082 if (!last)
1150 { 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1084 else
1160 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1161 1086
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1088 update_all_los (map, x, y);
1164 } 1089 }
1165} 1090}
1166 1091
1167/* 1092/*
1176merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1177{ 1102{
1178 if (!op->nrof) 1103 if (!op->nrof)
1179 return 0; 1104 return 0;
1180 1105
1181 if (top == NULL) 1106 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1183 1109
1184 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1185 { 1111 {
1186 if (top == op) 1112 if (top == op)
1187 continue; 1113 continue;
1188 1114
1189 if (object::can_merge (op, top)) 1115 if (object::can_merge (op, top))
1205 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1206 */ 1132 */
1207object * 1133object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1135{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1137 {
1217 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1218 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1219 } 1140 }
1220 1141
1239 * Return value: 1160 * Return value:
1240 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1163 * just 'op' otherwise
1243 */ 1164 */
1244
1245object * 1165object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1167{
1248 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1249 sint16 x, y; 1169 sint16 x, y;
1252 { 1172 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1174 return NULL;
1255 } 1175 }
1256 1176
1257 if (m == NULL) 1177 if (!m)
1258 { 1178 {
1259 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump); 1181 free (dump);
1262 return op; 1182 return op;
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump); 1204 free (dump);
1285 return op; 1205 return op;
1286 } 1206 }
1287 1207
1288 if (op->more != NULL) 1208 if (op->more)
1289 { 1209 {
1290 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1291 1211
1292 object *more = op->more; 1212 object *more = op->more;
1293 1213
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 { 1230 {
1311 if (!op->head) 1231 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313 1233
1314 return NULL; 1234 return 0;
1315 } 1235 }
1316 } 1236 }
1317 1237
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1239
1326 y = op->y; 1246 y = op->y;
1327 1247
1328 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1329 */ 1249 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1333 { 1253 {
1334 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1255 tmp->destroy ();
1336 } 1256 }
1353 op->below = originator->below; 1273 op->below = originator->below;
1354 1274
1355 if (op->below) 1275 if (op->below)
1356 op->below->above = op; 1276 op->below->above = op;
1357 else 1277 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1359 1279
1360 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1361 originator->below = op; 1281 originator->below = op;
1362 } 1282 }
1363 else 1283 else
1364 { 1284 {
1365 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1367 { 1287 {
1368 object *last = NULL; 1288 object *last = 0;
1369 1289
1370 /* 1290 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1377 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1381 */ 1301 */
1382
1383 while (top != NULL) 1302 while (top)
1384 { 1303 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1305 floor = top;
1387 1306
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1409 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1330 * stacking is a bit odd.
1412 */ 1331 */
1413 if (!(flag & INS_ON_TOP) && 1332 if (!(flag & INS_ON_TOP) &&
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1415 { 1334 {
1416 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1337 break;
1419 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1442 1361
1443 if (op->above) 1362 if (op->above)
1444 op->above->below = op; 1363 op->above->below = op;
1445 1364
1446 op->below = NULL; 1365 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1448 } 1367 }
1449 else 1368 else
1450 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1451 op->above = top->above; 1370 op->above = top->above;
1452 1371
1455 1374
1456 op->below = top; 1375 op->below = top;
1457 top->above = op; 1376 top->above = op;
1458 } 1377 }
1459 1378
1460 if (op->above == NULL) 1379 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1463 1382
1464 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1465 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1466 1389
1467 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1468 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1469 */ 1392 */
1470 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1472 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1396 pl->contr->ns->floorbox_update ();
1474 1397
1475 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1482 * of effect may be sufficient. 1405 * of effect may be sufficient.
1483 */ 1406 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1486 1409
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1412
1413 INVOKE_OBJECT (INSERT, op);
1489 1414
1490 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1416 * we want to have floorbox_update called before calling this.
1492 * 1417 *
1493 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1498 1423
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1426 {
1502 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1503 return NULL; 1428 return 0;
1504 1429
1505 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1431 * walk on's.
1507 */ 1432 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1510 return NULL; 1435 return 0;
1511 } 1436 }
1512 1437
1513 return op; 1438 return op;
1514} 1439}
1515 1440
1516/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1519 */ 1444 */
1520void 1445void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1447{
1523 object * 1448 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1449
1528 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1529 1451
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1457
1536 tmp1->x = op->x; 1458 tmp1->x = op->x;
1537 tmp1->y = op->y; 1459 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1539} 1467}
1540 1468
1541/* 1469/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1474 * global static errmsg array.
1547 */ 1475 */
1548
1549object * 1476object *
1550get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1551{ 1478{
1552 object *newob; 1479 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1589 1516
1590object * 1517object *
1591decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1592{ 1519{
1593 object *tmp; 1520 object *tmp;
1594 player *pl;
1595 1521
1596 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1523 return op;
1598 1524
1599 if (i > op->nrof) 1525 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1540 * and then searching the map for a player.
1615 */ 1541 */
1616 if (!tmp) 1542 if (!tmp)
1617 { 1543 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1620 { 1545 {
1621 tmp = pl->ob; 1546 tmp = pl->ob;
1622 break; 1547 break;
1623 } 1548 }
1624 }
1625 1549
1626 if (i < op->nrof) 1550 if (i < op->nrof)
1627 { 1551 {
1628 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1553 op->nrof -= i;
1765 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1766 1690
1767 otmp = this->in_player (); 1691 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1694 otmp->update_stats ();
1771 1695
1772 op->map = 0; 1696 op->map = 0;
1773 op->env = this; 1697 op->env = this;
1774 op->above = 0; 1698 op->above = 0;
1775 op->below = 0; 1699 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1780 { 1704 {
1781#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1785 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1786 } 1710 }
1787 1711
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1713 * It sure simplifies this function...
1794 { 1718 {
1795 op->below = inv; 1719 op->below = inv;
1796 op->below->above = op; 1720 op->below->above = op;
1797 inv = op; 1721 inv = op;
1798 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1799 1725
1800 return op; 1726 return op;
1801} 1727}
1802 1728
1803/* 1729/*
1818 * 1744 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1747 * on top.
1822 */ 1748 */
1823
1824int 1749int
1825check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1826{ 1751{
1827 object *tmp; 1752 object *tmp;
1828 maptile *m = op->map; 1753 maptile *m = op->map;
1855 1780
1856 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1858 */ 1783 */
1859 1784
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1861 { 1786 {
1862 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1789 * we don't need to check all of them.
1865 */ 1790 */
1920/* 1845/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1924 */ 1849 */
1925
1926object * 1850object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1852{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1933 { 1854 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1856 return NULL;
1936 } 1857 }
1858
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1938 if (tmp->arch == at) 1860 if (tmp->arch == at)
1939 return tmp; 1861 return tmp;
1862
1940 return NULL; 1863 return NULL;
1941} 1864}
1942 1865
1943/* 1866/*
1944 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1947 */ 1870 */
1948
1949object * 1871object *
1950present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1951{ 1873{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
1956 { 1875 {
1957 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1877 return NULL;
1959 } 1878 }
1879
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1961 if (tmp->type == type) 1881 if (tmp->type == type)
1962 return tmp; 1882 return tmp;
1883
1963 return NULL; 1884 return NULL;
1964} 1885}
1965 1886
1966/* 1887/*
1967 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1970 */ 1891 */
1971
1972object * 1892object *
1973present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
1974{ 1894{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1896 if (tmp->type == type)
1980 return tmp; 1897 return tmp;
1898
1981 return NULL; 1899 return NULL;
1982} 1900}
1983 1901
1984/* 1902/*
1985 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1914 * to be unique.
1997 */ 1915 */
1998
1999object * 1916object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1918{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1921 return tmp;
2009 } 1922
2010 return NULL; 1923 return 0;
2011} 1924}
2012 1925
2013/* 1926/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2017 */ 1930 */
2018
2019object * 1931object *
2020present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2021{ 1933{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1935 if (tmp->arch == at)
2027 return tmp; 1936 return tmp;
1937
2028 return NULL; 1938 return NULL;
2029} 1939}
2030 1940
2031/* 1941/*
2032 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2033 */ 1943 */
2034void 1944void
2035flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2036{ 1946{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1947 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1949 {
2043 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2045 } 1952 }
2046} /* 1953}
1954
1955/*
2047 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2048 */ 1957 */
2049void 1958void
2050unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2051{ 1960{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1961 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1963 {
2058 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2060 } 1966 }
2061} 1967}
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
2068 */ 1974 */
2069
2070void 1975void
2071set_cheat (object *op) 1976set_cheat (object *op)
2072{ 1977{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2001 * customized, changed states, etc.
2097 */ 2002 */
2098
2099int 2003int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 2005{
2102 int
2103 i,
2104 index = 0, flag; 2006 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2107 2008
2108 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2109 { 2010 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 2012 if (!flag)
2112 altern[index++] = i; 2013 altern [index++] = i;
2113 2014
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2038 */
2138
2139int 2039int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2041{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2044 return i;
2149 } 2045
2150 return -1; 2046 return -1;
2151} 2047}
2152 2048
2153/* 2049/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2053 */
2157static void 2054static void
2158permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2159{ 2056{
2160 int 2057 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2058 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2059
2171 tmp = arr[i]; 2060 while (--end)
2172 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2062}
2176 2063
2177/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2070 */
2184void 2071void
2185get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2186{ 2073{
2187 int 2074 int i;
2188 i;
2189 2075
2190 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2077 search_arr[i] = i;
2193 }
2194 2078
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2082}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2094 * there is capable of.
2211 */ 2095 */
2212
2213int 2096int
2214find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2098{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2219 2100
2220 sint16 nx, ny; 2101 sint16 nx, ny;
2221 object * 2102 object *tmp;
2222 tmp;
2223 maptile * 2103 maptile *mp;
2224 mp;
2225 2104
2226 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2227 2106
2228 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2229 { 2108 {
2241 mp = m; 2120 mp = m;
2242 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2244 2123
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2246 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2127 max = maxfree[i];
2249 }
2250 else 2128 else
2251 { 2129 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2253 2133
2254 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2135 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2259 { 2137 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2141 break;
2265 } 2142
2266 }
2267 if (tmp) 2143 if (tmp)
2268 {
2269 return freedir[i]; 2144 return freedir[i];
2270 }
2271 } 2145 }
2272 } 2146 }
2273 } 2147 }
2148
2274 return 0; 2149 return 0;
2275} 2150}
2276 2151
2277/* 2152/*
2278 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2154 * distance between the two given objects.
2280 */ 2155 */
2281
2282int 2156int
2283distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2284{ 2158{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2160}
2291 2161
2292/* 2162/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2296 */ 2166 */
2297
2298int 2167int
2299find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2300{ 2169{
2301 int 2170 int q;
2302 q;
2303 2171
2304 if (y) 2172 if (y)
2305 q = x * 100 / y; 2173 q = x * 100 / y;
2306 else if (x) 2174 else if (x)
2307 q = -300 * x; 2175 q = -300 * x;
2342int 2210int
2343absdir (int d) 2211absdir (int d)
2344{ 2212{
2345 while (d < 1) 2213 while (d < 1)
2346 d += 8; 2214 d += 8;
2215
2347 while (d > 8) 2216 while (d > 8)
2348 d -= 8; 2217 d -= 8;
2218
2349 return d; 2219 return d;
2350} 2220}
2351 2221
2352/* 2222/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2355 */ 2225 */
2356 2226
2357int 2227int
2358dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2359{ 2229{
2360 int 2230 int d;
2361 d;
2362 2231
2363 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2364 if (d > 4) 2233 if (d > 4)
2365 d = 8 - d; 2234 d = 8 - d;
2235
2366 return d; 2236 return d;
2367} 2237}
2368 2238
2369/* peterm: 2239/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2246 * functions.
2377 */ 2247 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2303 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2437 */ 2305 */
2438
2439
2440int 2306int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2308{
2443 sint16 dx, dy; 2309 sint16 dx, dy;
2444 int
2445 mflags; 2310 int mflags;
2446 2311
2447 if (dir < 0) 2312 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2449 2314
2450 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2463 return 0; 2328 return 0;
2464 2329
2465 /* yes, can see. */ 2330 /* yes, can see. */
2466 if (dir < 9) 2331 if (dir < 9)
2467 return 1; 2332 return 1;
2333
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2337}
2471
2472
2473 2338
2474/* 2339/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2356}
2492 2357
2493
2494/* 2358/*
2495 * create clone from object to another 2359 * create clone from object to another
2496 */ 2360 */
2497object * 2361object *
2498object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2517 { 2381 {
2518 dst = tmp; 2382 dst = tmp;
2519 tmp->head = 0; 2383 tmp->head = 0;
2520 } 2384 }
2521 else 2385 else
2522 {
2523 tmp->head = dst; 2386 tmp->head = dst;
2524 }
2525 2387
2526 tmp->more = 0; 2388 tmp->more = 0;
2527 2389
2528 if (prev) 2390 if (prev)
2529 prev->more = tmp; 2391 prev->more = tmp;
2541/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2546
2547object * 2408object *
2548load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2549{ 2410{
2550 object *op; 2411 object *op;
2551 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2581 * returns NULL if no match. 2442 * returns NULL if no match.
2582 */ 2443 */
2583object * 2444object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2446{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2449 return tmp;
2591 2450
2592 return NULL; 2451 return 0;
2593} 2452}
2594 2453
2595/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2455 * otherwise return NULL.
2597 * 2456 *
2599 * do the desired thing. 2458 * do the desired thing.
2600 */ 2459 */
2601key_value * 2460key_value *
2602get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2603{ 2462{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2464 if (link->key == key)
2608 return link; 2465 return link;
2609 2466
2610 return NULL; 2467 return 0;
2611} 2468}
2612 2469
2613/* 2470/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2472 *
2655 * Returns TRUE on success. 2512 * Returns TRUE on success.
2656 */ 2513 */
2657int 2514int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2516{
2660 key_value *
2661 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2662 2518
2663 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2520 {
2665 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2666 { 2522 {
2694 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2695 2551
2696 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2697 2553
2698 if (!add_key) 2554 if (!add_key)
2699 {
2700 return FALSE; 2555 return FALSE;
2701 } 2556
2702 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2706 * should pass in "" 2561 * should pass in ""
2772 2627
2773 if (env) 2628 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2630
2776 if (map) 2631 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2633
2779 return info; 2634 return info;
2780} 2635}
2781 2636
2782const char * 2637const char *

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