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Comparing deliantra/server/common/object.C (file contents):
Revision 1.76 by root, Thu Dec 21 01:33:49 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 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
737 */ 648 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 650 return;
740 651
741 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
742 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)
743 { 654 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 656#ifdef MANY_CORES
746 abort (); 657 abort ();
747#endif 658#endif
784 695
785 if (op->more) 696 if (op->more)
786 update_object (op->more, action); 697 update_object (op->more, action);
787} 698}
788 699
789object::vector object::mortals;
790object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
791object *object::first; 701object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804 702
805object::object () 703object::object ()
806{ 704{
807 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
808 706
840 738
841 prev = 0; 739 prev = 0;
842 next = 0; 740 next = 0;
843} 741}
844 742
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
845object *object::create () 838object *object::create ()
846{ 839{
847 object *op = new object; 840 object *op = new object;
848 op->link (); 841 op->link ();
849 return op; 842 return op;
850} 843}
851 844
852/* 845void
853 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 847{
864 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])
865 return; 858 return;
866 859
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
868 remove_friendly_object (this);
869 861
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
871 remove ();
872 863
873 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
874 865
875 if (more) 866 destroy_inv (true);
876 { 867 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 868
923 // hack to ensure that freed objects still have a valid map 869 // hack to ensure that freed objects still have a valid map
924 { 870 {
925 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
926 872
930 876
931 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 878 freed_map->width = 3;
933 freed_map->height = 3; 879 freed_map->height = 3;
934 880
935 freed_map->allocate (); 881 freed_map->alloc ();
936 } 882 }
937 883
938 map = freed_map; 884 map = freed_map;
939 x = 1; 885 x = 1;
940 y = 1; 886 y = 1;
941 } 887 }
942 888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
943 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
944 owner = 0; 898 owner = 0;
945 enemy = 0; 899 enemy = 0;
946 attacked_by = 0; 900 attacked_by = 0;
947 901
948 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
949 contr = 0; 903 contr = 0;
904}
950 905
951 /* Remove object from the active list */ 906void
952 speed = 0; 907object::destroy (bool destroy_inventory)
953 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
954 911
955 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
956 914
957 mortals.push_back (this); 915 attachable::destroy ();
958} 916}
959 917
960/* 918/*
961 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
962 * 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)).
986object::remove () 944object::remove ()
987{ 945{
988 object *tmp, *last = 0; 946 object *tmp, *last = 0;
989 object *otmp; 947 object *otmp;
990 948
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 950 return;
995 951
996 SET_FLAG (this, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
997 954
998 if (more) 955 if (more)
999 more->remove (); 956 more->remove ();
1000 957
1001 /* 958 /*
1012 /* 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
1013 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 971 * to save cpu time.
1015 */ 972 */
1016 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))
1017 fix_player (otmp); 974 otmp->update_stats ();
1018 975
1019 if (above != NULL) 976 if (above)
1020 above->below = below; 977 above->below = below;
1021 else 978 else
1022 env->inv = below; 979 env->inv = below;
1023 980
1024 if (below != NULL) 981 if (below)
1025 below->above = above; 982 below->above = above;
1026 983
1027 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1028 * 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
1029 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 990 above = 0, below = 0;
1034 env = 0; 991 env = 0;
1035 } 992 }
1036 else if (map) 993 else if (map)
1037 { 994 {
1038 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1041 1001
1042 /* link the object above us */ 1002 /* link the object above us */
1043 if (above) 1003 if (above)
1044 above->below = below; 1004 above->below = below;
1045 else 1005 else
1063 dump = dump_object (GET_MAP_OB (map, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1065 free (dump); 1025 free (dump);
1066 } 1026 }
1067 1027
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1069 } 1029 }
1070 1030
1071 above = 0; 1031 above = 0;
1072 below = 0; 1032 below = 0;
1073 1033
1074 if (map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1075 return; 1035 return;
1076 1036
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1038
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1080 { 1040 {
1081 /* 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
1082 * being removed. 1042 * being removed.
1083 */ 1043 */
1084 1044
1088 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1089 * appropriately. 1049 * appropriately.
1090 */ 1050 */
1091 if (tmp->container == this) 1051 if (tmp->container == this)
1092 { 1052 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1054 tmp->container = 0;
1095 } 1055 }
1096 1056
1057 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1058 tmp->contr->ns->floorbox_update ();
1098 } 1059 }
1099 1060
1100 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1101 if (check_walk_off 1062 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1065 {
1105 move_apply (tmp, this, 0); 1066 move_apply (tmp, this, 0);
1107 if (destroyed ()) 1068 if (destroyed ())
1108 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 ());
1109 } 1070 }
1110 1071
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1113 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1114 tmp->above = 0; 1075 tmp->above = 0;
1115 1076
1116 last = tmp; 1077 last = tmp;
1117 } 1078 }
1118 1079
1119 /* 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?
1120 if (!last) 1082 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 else 1084 else
1123 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1124 1086
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1088 update_all_los (map, x, y);
1127 } 1089 }
1128} 1090}
1129 1091
1130/* 1092/*
1139merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1140{ 1102{
1141 if (!op->nrof) 1103 if (!op->nrof)
1142 return 0; 1104 return 0;
1143 1105
1144 if (top == NULL) 1106 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1146 1109
1147 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1148 { 1111 {
1149 if (top == op) 1112 if (top == op)
1150 continue; 1113 continue;
1151 1114
1152 if (object::can_merge (op, top)) 1115 if (object::can_merge (op, top))
1168 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1169 */ 1132 */
1170object * 1133object *
1171insert_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)
1172{ 1135{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1137 {
1180 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1181 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1182 } 1140 }
1183 1141
1202 * Return value: 1160 * Return value:
1203 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1163 * just 'op' otherwise
1206 */ 1164 */
1207
1208object * 1165object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1167{
1211 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1212 sint16 x, y; 1169 sint16 x, y;
1215 { 1172 {
1216 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL; 1174 return NULL;
1218 } 1175 }
1219 1176
1220 if (m == NULL) 1177 if (!m)
1221 { 1178 {
1222 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1223 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);
1224 free (dump); 1181 free (dump);
1225 return op; 1182 return op;
1246 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);
1247 free (dump); 1204 free (dump);
1248 return op; 1205 return op;
1249 } 1206 }
1250 1207
1251 if (op->more != NULL) 1208 if (op->more)
1252 { 1209 {
1253 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1254 1211
1255 object *more = op->more; 1212 object *more = op->more;
1256 1213
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 { 1230 {
1274 if (!op->head) 1231 if (!op->head)
1275 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");
1276 1233
1277 return NULL; 1234 return 0;
1278 } 1235 }
1279 } 1236 }
1280 1237
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1239
1289 y = op->y; 1246 y = op->y;
1290 1247
1291 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1292 */ 1249 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1294 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)
1295 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1296 { 1253 {
1297 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1255 tmp->destroy ();
1299 } 1256 }
1316 op->below = originator->below; 1273 op->below = originator->below;
1317 1274
1318 if (op->below) 1275 if (op->below)
1319 op->below->above = op; 1276 op->below->above = op;
1320 else 1277 else
1321 op->ms ().bottom = op; 1278 op->ms ().bot = op;
1322 1279
1323 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1324 originator->below = op; 1281 originator->below = op;
1325 } 1282 }
1326 else 1283 else
1327 { 1284 {
1328 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1329 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))
1330 { 1287 {
1331 object *last = NULL; 1288 object *last = 0;
1332 1289
1333 /* 1290 /*
1334 * 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.
1335 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1336 * 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
1340 * 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
1341 * 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
1342 * 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
1343 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1344 */ 1301 */
1345
1346 while (top != NULL) 1302 while (top)
1347 { 1303 {
1348 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))
1349 floor = top; 1305 floor = top;
1350 1306
1351 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))
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405 1361
1406 if (op->above) 1362 if (op->above)
1407 op->above->below = op; 1363 op->above->below = op;
1408 1364
1409 op->below = NULL; 1365 op->below = 0;
1410 op->ms ().bottom = op; 1366 op->ms ().bot = op;
1411 } 1367 }
1412 else 1368 else
1413 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1414 op->above = top->above; 1370 op->above = top->above;
1415 1371
1418 1374
1419 op->below = top; 1375 op->below = top;
1420 top->above = op; 1376 top->above = op;
1421 } 1377 }
1422 1378
1423 if (op->above == NULL) 1379 if (!op->above)
1424 op->ms ().top = op; 1380 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1426 1382
1427 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1428 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1429 1389
1430 /* 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
1431 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1432 */ 1392 */
1433 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1394 if (object *pl = op->ms ().player ())
1395 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1396 pl->contr->ns->floorbox_update ();
1436 1397
1437 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1438 * 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
1439 * 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
1440 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1441 * 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 -
1442 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1443 * 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
1444 * of effect may be sufficient. 1405 * of effect may be sufficient.
1445 */ 1406 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1448 1409
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1412
1413 INVOKE_OBJECT (INSERT, op);
1451 1414
1452 /* 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,
1453 * we want to have floorbox_update called before calling this. 1416 * we want to have floorbox_update called before calling this.
1454 * 1417 *
1455 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1460 1423
1461 /* 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 */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1426 {
1464 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1465 return NULL; 1428 return 0;
1466 1429
1467 /* 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
1468 * walk on's. 1431 * walk on's.
1469 */ 1432 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1472 return NULL; 1435 return 0;
1473 } 1436 }
1474 1437
1475 return op; 1438 return op;
1476} 1439}
1477 1440
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1457
1495 tmp1->x = op->x; 1458 tmp1->x = op->x;
1496 tmp1->y = op->y; 1459 tmp1->y = op->y;
1497 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);
1498} 1467}
1499 1468
1500/* 1469/*
1501 * 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
1502 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1503 * 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).
1504 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1474 * global static errmsg array.
1506 */ 1475 */
1507
1508object * 1476object *
1509get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1510{ 1478{
1511 object *newob; 1479 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1548 1516
1549object * 1517object *
1550decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1551{ 1519{
1552 object *tmp; 1520 object *tmp;
1553 player *pl;
1554 1521
1555 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1523 return op;
1557 1524
1558 if (i > op->nrof) 1525 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1540 * and then searching the map for a player.
1574 */ 1541 */
1575 if (!tmp) 1542 if (!tmp)
1576 { 1543 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1579 { 1545 {
1580 tmp = pl->ob; 1546 tmp = pl->ob;
1581 break; 1547 break;
1582 } 1548 }
1583 }
1584 1549
1585 if (i < op->nrof) 1550 if (i < op->nrof)
1586 { 1551 {
1587 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1553 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1725 1690
1726 otmp = this->in_player (); 1691 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1694 otmp->update_stats ();
1730 1695
1731 op->map = 0; 1696 op->map = 0;
1732 op->env = this; 1697 op->env = this;
1733 op->above = 0; 1698 op->above = 0;
1734 op->below = 0; 1699 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1739 { 1704 {
1740#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1741 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);
1742#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1744 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1745 } 1710 }
1746 1711
1747 /* 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.
1748 * It sure simplifies this function... 1713 * It sure simplifies this function...
1753 { 1718 {
1754 op->below = inv; 1719 op->below = inv;
1755 op->below->above = op; 1720 op->below->above = op;
1756 inv = op; 1721 inv = op;
1757 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1758 1725
1759 return op; 1726 return op;
1760} 1727}
1761 1728
1762/* 1729/*
1777 * 1744 *
1778 * 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
1779 * 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
1780 * on top. 1747 * on top.
1781 */ 1748 */
1782
1783int 1749int
1784check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1785{ 1751{
1786 object *tmp; 1752 object *tmp;
1787 maptile *m = op->map; 1753 maptile *m = op->map;
1814 1780
1815 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1817 */ 1783 */
1818 1784
1819 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)
1820 { 1786 {
1821 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1822 * 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,
1823 * we don't need to check all of them. 1789 * we don't need to check all of them.
1824 */ 1790 */
1879/* 1845/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1883 */ 1849 */
1884
1885object * 1850object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1852{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1892 { 1854 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1856 return NULL;
1895 } 1857 }
1858
1896 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)
1897 if (tmp->arch == at) 1860 if (tmp->arch == at)
1898 return tmp; 1861 return tmp;
1862
1899 return NULL; 1863 return NULL;
1900} 1864}
1901 1865
1902/* 1866/*
1903 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1906 */ 1870 */
1907
1908object * 1871object *
1909present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1910{ 1873{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
1915 { 1875 {
1916 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1877 return NULL;
1918 } 1878 }
1879
1919 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)
1920 if (tmp->type == type) 1881 if (tmp->type == type)
1921 return tmp; 1882 return tmp;
1883
1922 return NULL; 1884 return NULL;
1923} 1885}
1924 1886
1925/* 1887/*
1926 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1929 */ 1891 */
1930
1931object * 1892object *
1932present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
1933{ 1894{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1896 if (tmp->type == type)
1939 return tmp; 1897 return tmp;
1898
1940 return NULL; 1899 return NULL;
1941} 1900}
1942 1901
1943/* 1902/*
1944 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
1952 * 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
1953 * 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
1954 * 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
1955 * to be unique. 1914 * to be unique.
1956 */ 1915 */
1957
1958object * 1916object *
1959present_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)
1960{ 1918{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1921 return tmp;
1968 } 1922
1969 return NULL; 1923 return 0;
1970} 1924}
1971 1925
1972/* 1926/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
1976 */ 1930 */
1977
1978object * 1931object *
1979present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
1980{ 1933{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1935 if (tmp->arch == at)
1986 return tmp; 1936 return tmp;
1937
1987 return NULL; 1938 return NULL;
1988} 1939}
1989 1940
1990/* 1941/*
1991 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
1992 */ 1943 */
1993void 1944void
1994flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
1995{ 1946{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1947 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1949 {
2002 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2004 } 1952 }
2005} /* 1953}
1954
1955/*
2006 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2007 */ 1957 */
2008void 1958void
2009unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2010{ 1960{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1961 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1963 {
2017 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2019 } 1966 }
2020} 1967}
2023 * 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
2024 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2025 * 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
2026 * 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.
2027 */ 1974 */
2028
2029void 1975void
2030set_cheat (object *op) 1976set_cheat (object *op)
2031{ 1977{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2052 * 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
2053 * 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
2054 * 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
2055 * customized, changed states, etc. 2001 * customized, changed states, etc.
2056 */ 2002 */
2057
2058int 2003int
2059find_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)
2060{ 2005{
2061 int
2062 i,
2063 index = 0, flag; 2006 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2066 2008
2067 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2068 { 2010 {
2069 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]);
2070 if (!flag) 2012 if (!flag)
2071 altern[index++] = i; 2013 altern [index++] = i;
2072 2014
2073 /* 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.
2074 * 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.
2075 * 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 -
2076 * 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
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2094 * 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.
2095 * 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.
2096 */ 2038 */
2097
2098int 2039int
2099find_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)
2100{ 2041{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 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]))
2107 return i; 2044 return i;
2108 } 2045
2109 return -1; 2046 return -1;
2110} 2047}
2111 2048
2112/* 2049/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2053 */
2116static void 2054static void
2117permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2118{ 2056{
2119 int 2057 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2058 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2059
2130 tmp = arr[i]; 2060 while (--end)
2131 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2062}
2135 2063
2136/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2138 * 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
2141 * 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.
2142 */ 2070 */
2143void 2071void
2144get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2145{ 2073{
2146 int 2074 int i;
2147 i;
2148 2075
2149 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2077 search_arr[i] = i;
2152 }
2153 2078
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2082}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * 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
2168 * 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
2169 * there is capable of. 2094 * there is capable of.
2170 */ 2095 */
2171
2172int 2096int
2173find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2098{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2178 2100
2179 sint16 nx, ny; 2101 sint16 nx, ny;
2180 object * 2102 object *tmp;
2181 tmp;
2182 maptile * 2103 maptile *mp;
2183 mp;
2184 2104
2185 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2186 2106
2187 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2188 { 2108 {
2205 2125
2206 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2127 max = maxfree[i];
2208 else 2128 else
2209 { 2129 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2211 2133
2212 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2135 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2215 { 2137 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2141 break;
2219 2142
2220 if (tmp) 2143 if (tmp)
2221 return freedir[i]; 2144 return freedir[i];
2222 } 2145 }
2228 2151
2229/* 2152/*
2230 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2154 * distance between the two given objects.
2232 */ 2155 */
2233
2234int 2156int
2235distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2236{ 2158{
2237 int i;
2238
2239 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);
2240 return i;
2241} 2160}
2242 2161
2243/* 2162/*
2244 * 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
2245 * 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
2246 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2247 */ 2166 */
2248
2249int 2167int
2250find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2251{ 2169{
2252 int q; 2170 int q;
2253 2171
2292int 2210int
2293absdir (int d) 2211absdir (int d)
2294{ 2212{
2295 while (d < 1) 2213 while (d < 1)
2296 d += 8; 2214 d += 8;
2215
2297 while (d > 8) 2216 while (d > 8)
2298 d -= 8; 2217 d -= 8;
2218
2299 return d; 2219 return d;
2300} 2220}
2301 2221
2302/* 2222/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2305 */ 2225 */
2306 2226
2307int 2227int
2308dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2309{ 2229{
2310 int 2230 int d;
2311 d;
2312 2231
2313 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2314 if (d > 4) 2233 if (d > 4)
2315 d = 8 - d; 2234 d = 8 - d;
2235
2316 return d; 2236 return d;
2317} 2237}
2318 2238
2319/* peterm: 2239/* peterm:
2320 * 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.
2323 * 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
2324 * 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.
2325 * 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
2326 * functions. 2246 * functions.
2327 */ 2247 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2485/* 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 */
2486/* 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, */
2487/* 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. */
2488/* 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. */
2489/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2408object *
2492load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2493{ 2410{
2494 object *op; 2411 object *op;
2495 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2525 * returns NULL if no match. 2442 * returns NULL if no match.
2526 */ 2443 */
2527object * 2444object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2446{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2449 return tmp;
2535 2450
2536 return NULL; 2451 return 0;
2537} 2452}
2538 2453
2539/* 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,
2540 * otherwise return NULL. 2455 * otherwise return NULL.
2541 * 2456 *
2543 * do the desired thing. 2458 * do the desired thing.
2544 */ 2459 */
2545key_value * 2460key_value *
2546get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2547{ 2462{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2464 if (link->key == key)
2552 return link; 2465 return link;
2553 2466
2554 return NULL; 2467 return 0;
2555} 2468}
2556 2469
2557/* 2470/*
2558 * 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.
2559 * 2472 *
2599 * Returns TRUE on success. 2512 * Returns TRUE on success.
2600 */ 2513 */
2601int 2514int
2602set_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)
2603{ 2516{
2604 key_value *
2605 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2606 2518
2607 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2520 {
2609 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2610 { 2522 {
2638 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2639 2551
2640 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2641 2553
2642 if (!add_key) 2554 if (!add_key)
2643 {
2644 return FALSE; 2555 return FALSE;
2645 } 2556
2646 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2650 * should pass in "" 2561 * should pass in ""
2716 2627
2717 if (env) 2628 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2630
2720 if (map) 2631 if (map)
2721 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);
2722 2633
2723 return info; 2634 return info;
2724} 2635}
2725 2636
2726const char * 2637const char *

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