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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 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
482{ 481{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 484
486 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 486
492 if (is_freed) 487 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
494 489
495 if (is_removed) 490 if (is_removed)
526 tail = new_link; 521 tail = new_link;
527 } 522 }
528 } 523 }
529 } 524 }
530 525
531 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
532} 527}
533 528
534object * 529object *
535object::clone () 530object::clone ()
536{ 531{
542/* 537/*
543 * 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
544 * 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
545 * 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.
546 */ 541 */
547
548void 542void
549update_turn_face (object *op) 543update_turn_face (object *op)
550{ 544{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 546 return;
547
553 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
555} 550}
556 551
557/* 552/*
558 * 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
559 * 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.
560 * 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.
561 */ 556 */
562void 557void
563update_ob_speed (object *op) 558object::set_speed (float speed)
564{ 559{
565 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 561 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 563 speed = 0;
578#endif
579 } 564 }
580 565
581 if (arch_init) 566 this->speed = speed;
582 return;
583 567
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
585 { 569 {
586 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
588 return; 572 return;
589 573
590 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
591 * of the list. */ 575 * of the list. */
592 op->active_next = active_objects; 576 active_next = active_objects;
593 577
594 if (op->active_next != NULL) 578 if (active_next)
595 op->active_next->active_prev = op; 579 active_next->active_prev = this;
596 580
597 active_objects = op; 581 active_objects = this;
598 } 582 }
599 else 583 else
600 { 584 {
601 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
603 return; 587 return;
604 588
605 if (op->active_prev == NULL) 589 if (!active_prev)
606 { 590 {
607 active_objects = op->active_next; 591 active_objects = active_next;
608 592
609 if (op->active_next != NULL) 593 if (active_next)
610 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
611 } 595 }
612 else 596 else
613 { 597 {
614 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
615 599
616 if (op->active_next) 600 if (active_next)
617 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
618 } 602 }
619 603
620 op->active_next = NULL; 604 active_next = 0;
621 op->active_prev = NULL; 605 active_prev = 0;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 { 606 }
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 607}
655 608
656/* 609/*
657 * update_object() updates the the map. 610 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
695 */ 648 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 650 return;
698 651
699 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
700 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)
701 { 654 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 656#ifdef MANY_CORES
704 abort (); 657 abort ();
705#endif 658#endif
742 695
743 if (op->more) 696 if (op->more)
744 update_object (op->more, action); 697 update_object (op->more, action);
745} 698}
746 699
747object::vector object::mortals;
748object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
749object *object::first; 701object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762 702
763object::object () 703object::object ()
764{ 704{
765 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
766 706
798 738
799 prev = 0; 739 prev = 0;
800 next = 0; 740 next = 0;
801} 741}
802 742
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
803object *object::create () 838object *object::create ()
804{ 839{
805 object *op = new object; 840 object *op = new object;
806 op->link (); 841 op->link ();
807 return op; 842 return op;
808} 843}
809 844
810/* 845void
811 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 847{
822 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])
823 return; 858 return;
824 859
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
826 remove_friendly_object (this);
827 861
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
829 remove ();
830 863
831 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
832 865
833 if (more) 866 destroy_inv (true);
834 { 867 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838
839 if (inv)
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 868
881 // hack to ensure that freed objects still have a valid map 869 // hack to ensure that freed objects still have a valid map
882 { 870 {
883 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
884 872
888 876
889 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 878 freed_map->width = 3;
891 freed_map->height = 3; 879 freed_map->height = 3;
892 880
893 freed_map->allocate (); 881 freed_map->alloc ();
894 } 882 }
895 883
896 map = freed_map; 884 map = freed_map;
897 x = 1; 885 x = 1;
898 y = 1; 886 y = 1;
899 } 887 }
900 888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
901 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
902 owner = 0; 898 owner = 0;
903 enemy = 0; 899 enemy = 0;
904 attacked_by = 0; 900 attacked_by = 0;
905 901
906 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
907 contr = 0; 903 contr = 0;
904}
908 905
909 /* Remove object from the active list */ 906void
910 speed = 0; 907object::destroy (bool destroy_inventory)
911 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
912 911
913 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
914 914
915 mortals.push_back (this); 915 attachable::destroy ();
916} 916}
917 917
918/* 918/*
919 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
920 * 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)).
944object::remove () 944object::remove ()
945{ 945{
946 object *tmp, *last = 0; 946 object *tmp, *last = 0;
947 object *otmp; 947 object *otmp;
948 948
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 950 return;
953 951
954 SET_FLAG (this, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
955 954
956 if (more) 955 if (more)
957 more->remove (); 956 more->remove ();
958 957
959 /* 958 /*
972 * to save cpu time. 971 * to save cpu time.
973 */ 972 */
974 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))
975 otmp->update_stats (); 974 otmp->update_stats ();
976 975
977 if (above != NULL) 976 if (above)
978 above->below = below; 977 above->below = below;
979 else 978 else
980 env->inv = below; 979 env->inv = below;
981 980
982 if (below != NULL) 981 if (below)
983 below->above = above; 982 below->above = above;
984 983
985 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
986 * 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
987 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
991 above = 0, below = 0; 990 above = 0, below = 0;
992 env = 0; 991 env = 0;
993 } 992 }
994 else if (map) 993 else if (map)
995 { 994 {
996 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
999 1001
1000 /* link the object above us */ 1002 /* link the object above us */
1001 if (above) 1003 if (above)
1002 above->below = below; 1004 above->below = below;
1003 else 1005 else
1021 dump = dump_object (GET_MAP_OB (map, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1023 free (dump); 1025 free (dump);
1024 } 1026 }
1025 1027
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1027 } 1029 }
1028 1030
1029 above = 0; 1031 above = 0;
1030 below = 0; 1032 below = 0;
1031 1033
1032 if (map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1033 return; 1035 return;
1034 1036
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1038
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1038 { 1040 {
1039 /* 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
1040 * being removed. 1042 * being removed.
1041 */ 1043 */
1042 1044
1046 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1047 * appropriately. 1049 * appropriately.
1048 */ 1050 */
1049 if (tmp->container == this) 1051 if (tmp->container == this)
1050 { 1052 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1054 tmp->container = 0;
1053 } 1055 }
1054 1056
1057 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1058 tmp->contr->ns->floorbox_update ();
1056 } 1059 }
1057 1060
1058 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1059 if (check_walk_off 1062 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1065 {
1063 move_apply (tmp, this, 0); 1066 move_apply (tmp, this, 0);
1065 if (destroyed ()) 1068 if (destroyed ())
1066 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 ());
1067 } 1070 }
1068 1071
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1071 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1072 tmp->above = 0; 1075 tmp->above = 0;
1073 1076
1074 last = tmp; 1077 last = tmp;
1075 } 1078 }
1076 1079
1077 /* 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?
1078 if (!last) 1082 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1080 else 1084 else
1081 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1082 1086
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1088 update_all_los (map, x, y);
1085 } 1089 }
1086} 1090}
1087 1091
1088/* 1092/*
1097merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1098{ 1102{
1099 if (!op->nrof) 1103 if (!op->nrof)
1100 return 0; 1104 return 0;
1101 1105
1102 if (top == NULL) 1106 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1104 1109
1105 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1106 { 1111 {
1107 if (top == op) 1112 if (top == op)
1108 continue; 1113 continue;
1109 1114
1110 if (object::can_merge (op, top)) 1115 if (object::can_merge (op, top))
1126 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1127 */ 1132 */
1128object * 1133object *
1129insert_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)
1130{ 1135{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1137 {
1138 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1139 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1140 } 1140 }
1141 1141
1160 * Return value: 1160 * Return value:
1161 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1163 * just 'op' otherwise
1164 */ 1164 */
1165
1166object * 1165object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1167{
1169 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1170 sint16 x, y; 1169 sint16 x, y;
1173 { 1172 {
1174 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL; 1174 return NULL;
1176 } 1175 }
1177 1176
1178 if (m == NULL) 1177 if (!m)
1179 { 1178 {
1180 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1181 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);
1182 free (dump); 1181 free (dump);
1183 return op; 1182 return op;
1204 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);
1205 free (dump); 1204 free (dump);
1206 return op; 1205 return op;
1207 } 1206 }
1208 1207
1209 if (op->more != NULL) 1208 if (op->more)
1210 { 1209 {
1211 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1212 1211
1213 object *more = op->more; 1212 object *more = op->more;
1214 1213
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 { 1230 {
1232 if (!op->head) 1231 if (!op->head)
1233 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");
1234 1233
1235 return NULL; 1234 return 0;
1236 } 1235 }
1237 } 1236 }
1238 1237
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1239
1247 y = op->y; 1246 y = op->y;
1248 1247
1249 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1250 */ 1249 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1252 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)
1253 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1254 { 1253 {
1255 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1255 tmp->destroy ();
1257 } 1256 }
1274 op->below = originator->below; 1273 op->below = originator->below;
1275 1274
1276 if (op->below) 1275 if (op->below)
1277 op->below->above = op; 1276 op->below->above = op;
1278 else 1277 else
1279 op->ms ().bottom = op; 1278 op->ms ().bot = op;
1280 1279
1281 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1282 originator->below = op; 1281 originator->below = op;
1283 } 1282 }
1284 else 1283 else
1285 { 1284 {
1286 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1287 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))
1288 { 1287 {
1289 object *last = NULL; 1288 object *last = 0;
1290 1289
1291 /* 1290 /*
1292 * 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.
1293 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1294 * 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
1298 * 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
1299 * 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
1300 * 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
1301 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1302 */ 1301 */
1303
1304 while (top != NULL) 1302 while (top)
1305 { 1303 {
1306 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))
1307 floor = top; 1305 floor = top;
1308 1306
1309 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))
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1363 1361
1364 if (op->above) 1362 if (op->above)
1365 op->above->below = op; 1363 op->above->below = op;
1366 1364
1367 op->below = NULL; 1365 op->below = 0;
1368 op->ms ().bottom = op; 1366 op->ms ().bot = op;
1369 } 1367 }
1370 else 1368 else
1371 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1372 op->above = top->above; 1370 op->above = top->above;
1373 1371
1376 1374
1377 op->below = top; 1375 op->below = top;
1378 top->above = op; 1376 top->above = op;
1379 } 1377 }
1380 1378
1381 if (op->above == NULL) 1379 if (!op->above)
1382 op->ms ().top = op; 1380 op->ms ().top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1384 1382
1385 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1386 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1387 1389
1388 /* 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
1389 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1390 */ 1392 */
1391 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1394 if (object *pl = op->ms ().player ())
1395 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1396 pl->contr->ns->floorbox_update ();
1394 1397
1395 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1396 * 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
1397 * 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
1398 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1399 * 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 -
1400 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1401 * 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
1402 * of effect may be sufficient. 1405 * of effect may be sufficient.
1403 */ 1406 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1406 1409
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1412
1413 INVOKE_OBJECT (INSERT, op);
1409 1414
1410 /* 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,
1411 * we want to have floorbox_update called before calling this. 1416 * we want to have floorbox_update called before calling this.
1412 * 1417 *
1413 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1418 1423
1419 /* 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 */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1426 {
1422 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1423 return NULL; 1428 return 0;
1424 1429
1425 /* 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
1426 * walk on's. 1431 * walk on's.
1427 */ 1432 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1430 return NULL; 1435 return 0;
1431 } 1436 }
1432 1437
1433 return op; 1438 return op;
1434} 1439}
1435 1440
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1457
1453 tmp1->x = op->x; 1458 tmp1->x = op->x;
1454 tmp1->y = op->y; 1459 tmp1->y = op->y;
1455 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);
1456} 1467}
1457 1468
1458/* 1469/*
1459 * 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
1460 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1461 * 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).
1462 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1474 * global static errmsg array.
1464 */ 1475 */
1465
1466object * 1476object *
1467get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1468{ 1478{
1469 object *newob; 1479 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 1516
1507object * 1517object *
1508decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1509{ 1519{
1510 object *tmp; 1520 object *tmp;
1511 player *pl;
1512 1521
1513 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1523 return op;
1515 1524
1516 if (i > op->nrof) 1525 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1540 * and then searching the map for a player.
1532 */ 1541 */
1533 if (!tmp) 1542 if (!tmp)
1534 { 1543 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1537 { 1545 {
1538 tmp = pl->ob; 1546 tmp = pl->ob;
1539 break; 1547 break;
1540 } 1548 }
1541 }
1542 1549
1543 if (i < op->nrof) 1550 if (i < op->nrof)
1544 { 1551 {
1545 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1553 op->nrof -= i;
1696 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1697 { 1704 {
1698#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1699 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);
1700#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1702 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1703 } 1710 }
1704 1711
1705 /* 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.
1706 * It sure simplifies this function... 1713 * It sure simplifies this function...
1711 { 1718 {
1712 op->below = inv; 1719 op->below = inv;
1713 op->below->above = op; 1720 op->below->above = op;
1714 inv = op; 1721 inv = op;
1715 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1716 1725
1717 return op; 1726 return op;
1718} 1727}
1719 1728
1720/* 1729/*
1735 * 1744 *
1736 * 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
1737 * 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
1738 * on top. 1747 * on top.
1739 */ 1748 */
1740
1741int 1749int
1742check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1743{ 1751{
1744 object *tmp; 1752 object *tmp;
1745 maptile *m = op->map; 1753 maptile *m = op->map;
1772 1780
1773 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1775 */ 1783 */
1776 1784
1777 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)
1778 { 1786 {
1779 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1780 * 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,
1781 * we don't need to check all of them. 1789 * we don't need to check all of them.
1782 */ 1790 */
1837/* 1845/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1841 */ 1849 */
1842
1843object * 1850object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1852{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1850 { 1854 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1856 return NULL;
1853 } 1857 }
1858
1854 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)
1855 if (tmp->arch == at) 1860 if (tmp->arch == at)
1856 return tmp; 1861 return tmp;
1862
1857 return NULL; 1863 return NULL;
1858} 1864}
1859 1865
1860/* 1866/*
1861 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1864 */ 1870 */
1865
1866object * 1871object *
1867present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1868{ 1873{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
1873 { 1875 {
1874 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1877 return NULL;
1876 } 1878 }
1879
1877 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)
1878 if (tmp->type == type) 1881 if (tmp->type == type)
1879 return tmp; 1882 return tmp;
1883
1880 return NULL; 1884 return NULL;
1881} 1885}
1882 1886
1883/* 1887/*
1884 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1887 */ 1891 */
1888
1889object * 1892object *
1890present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
1891{ 1894{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1896 if (tmp->type == type)
1897 return tmp; 1897 return tmp;
1898
1898 return NULL; 1899 return NULL;
1899} 1900}
1900 1901
1901/* 1902/*
1902 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
1910 * 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
1911 * 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
1912 * 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
1913 * to be unique. 1914 * to be unique.
1914 */ 1915 */
1915
1916object * 1916object *
1917present_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)
1918{ 1918{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1921 return tmp;
1926 } 1922
1927 return NULL; 1923 return 0;
1928} 1924}
1929 1925
1930/* 1926/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
1934 */ 1930 */
1935
1936object * 1931object *
1937present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
1938{ 1933{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1935 if (tmp->arch == at)
1944 return tmp; 1936 return tmp;
1937
1945 return NULL; 1938 return NULL;
1946} 1939}
1947 1940
1948/* 1941/*
1949 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
1950 */ 1943 */
1951void 1944void
1952flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
1953{ 1946{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1947 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1949 {
1960 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
1962 } 1952 }
1963} /* 1953}
1954
1955/*
1964 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
1965 */ 1957 */
1966void 1958void
1967unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
1968{ 1960{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1961 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1963 {
1975 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
1977 } 1966 }
1978} 1967}
1981 * 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
1982 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
1983 * 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
1984 * 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.
1985 */ 1974 */
1986
1987void 1975void
1988set_cheat (object *op) 1976set_cheat (object *op)
1989{ 1977{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2010 * 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
2011 * 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
2012 * 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
2013 * customized, changed states, etc. 2001 * customized, changed states, etc.
2014 */ 2002 */
2015
2016int 2003int
2017find_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)
2018{ 2005{
2019 int
2020 i,
2021 index = 0, flag; 2006 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2024 2008
2025 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2026 { 2010 {
2027 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]);
2028 if (!flag) 2012 if (!flag)
2029 altern[index++] = i; 2013 altern [index++] = i;
2030 2014
2031 /* 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.
2032 * 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.
2033 * 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 -
2034 * 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
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2052 * 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.
2053 * 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.
2054 */ 2038 */
2055
2056int 2039int
2057find_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)
2058{ 2041{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 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]))
2065 return i; 2044 return i;
2066 } 2045
2067 return -1; 2046 return -1;
2068} 2047}
2069 2048
2070/* 2049/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2053 */
2074static void 2054static void
2075permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2076{ 2056{
2077 int 2057 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2058 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2059
2088 tmp = arr[i]; 2060 while (--end)
2089 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2062}
2093 2063
2094/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2096 * 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
2099 * 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.
2100 */ 2070 */
2101void 2071void
2102get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2103{ 2073{
2104 int 2074 int i;
2105 i;
2106 2075
2107 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2077 search_arr[i] = i;
2110 }
2111 2078
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2082}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * 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
2126 * 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
2127 * there is capable of. 2094 * there is capable of.
2128 */ 2095 */
2129
2130int 2096int
2131find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2098{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2136 2100
2137 sint16 nx, ny; 2101 sint16 nx, ny;
2138 object * 2102 object *tmp;
2139 tmp;
2140 maptile * 2103 maptile *mp;
2141 mp;
2142 2104
2143 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2144 2106
2145 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2146 { 2108 {
2163 2125
2164 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2127 max = maxfree[i];
2166 else 2128 else
2167 { 2129 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2169 2133
2170 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2135 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2173 { 2137 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 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)))
2176 break; 2141 break;
2177 2142
2178 if (tmp) 2143 if (tmp)
2179 return freedir[i]; 2144 return freedir[i];
2180 } 2145 }
2186 2151
2187/* 2152/*
2188 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2154 * distance between the two given objects.
2190 */ 2155 */
2191
2192int 2156int
2193distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2194{ 2158{
2195 int i;
2196
2197 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);
2198 return i;
2199} 2160}
2200 2161
2201/* 2162/*
2202 * 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
2203 * 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
2204 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2205 */ 2166 */
2206
2207int 2167int
2208find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2209{ 2169{
2210 int q; 2170 int q;
2211 2171
2250int 2210int
2251absdir (int d) 2211absdir (int d)
2252{ 2212{
2253 while (d < 1) 2213 while (d < 1)
2254 d += 8; 2214 d += 8;
2215
2255 while (d > 8) 2216 while (d > 8)
2256 d -= 8; 2217 d -= 8;
2218
2257 return d; 2219 return d;
2258} 2220}
2259 2221
2260/* 2222/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2263 */ 2225 */
2264 2226
2265int 2227int
2266dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2267{ 2229{
2268 int 2230 int d;
2269 d;
2270 2231
2271 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2272 if (d > 4) 2233 if (d > 4)
2273 d = 8 - d; 2234 d = 8 - d;
2235
2274 return d; 2236 return d;
2275} 2237}
2276 2238
2277/* peterm: 2239/* peterm:
2278 * 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.
2281 * 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
2282 * 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.
2283 * 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
2284 * functions. 2246 * functions.
2285 */ 2247 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2443/* 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 */
2444/* 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, */
2445/* 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. */
2446/* 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. */
2447/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2448
2449object * 2408object *
2450load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2451{ 2410{
2452 object *op; 2411 object *op;
2453 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2483 * returns NULL if no match. 2442 * returns NULL if no match.
2484 */ 2443 */
2485object * 2444object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2446{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2449 return tmp;
2493 2450
2494 return NULL; 2451 return 0;
2495} 2452}
2496 2453
2497/* 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,
2498 * otherwise return NULL. 2455 * otherwise return NULL.
2499 * 2456 *
2501 * do the desired thing. 2458 * do the desired thing.
2502 */ 2459 */
2503key_value * 2460key_value *
2504get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2505{ 2462{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2464 if (link->key == key)
2510 return link; 2465 return link;
2511 2466
2512 return NULL; 2467 return 0;
2513} 2468}
2514 2469
2515/* 2470/*
2516 * 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.
2517 * 2472 *
2557 * Returns TRUE on success. 2512 * Returns TRUE on success.
2558 */ 2513 */
2559int 2514int
2560set_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)
2561{ 2516{
2562 key_value *
2563 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2564 2518
2565 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2520 {
2567 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2568 { 2522 {
2596 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2597 2551
2598 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2599 2553
2600 if (!add_key) 2554 if (!add_key)
2601 {
2602 return FALSE; 2555 return FALSE;
2603 } 2556
2604 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2608 * should pass in "" 2561 * should pass in ""
2674 2627
2675 if (env) 2628 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2630
2678 if (map) 2631 if (map)
2679 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);
2680 2633
2681 return info; 2634 return info;
2682} 2635}
2683 2636
2684const char * 2637const char *

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