ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
141 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
143 */ 144 */
144 145
145 /* For each field in wants, */ 146 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 148 {
148 key_value *has_field; 149 key_value *has_field;
149 150
150 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if (ob1 == ob2 199 if (ob1 == ob2
200 || ob1->type != ob2->type 200 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
277 277
278 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
280 * check? 280 * check?
281 */ 281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 283 return 0;
284 284
285 switch (ob1->type) 285 switch (ob1->type)
286 { 286 {
287 case SCROLL: 287 case SCROLL:
352 op = op->env; 352 op = op->env;
353 return op; 353 return op;
354} 354}
355 355
356/* 356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 358 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
375 */ 360 */
376 361
379{ 364{
380 if (!op) 365 if (!op)
381 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
382 367
383 object_freezer freezer; 368 object_freezer freezer;
384 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
385 return freezer.as_string (); 370 return freezer.as_string ();
386} 371}
387 372
388/* 373/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
482 } 467 }
483 468
484 op->key_values = 0; 469 op->key_values = 0;
485} 470}
486 471
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/* 472/*
530 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 482{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 485
543 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 487
549 if (is_freed) 488 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
551 490
552 if (is_removed) 491 if (is_removed)
583 tail = new_link; 522 tail = new_link;
584 } 523 }
585 } 524 }
586 } 525 }
587 526
588 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
589} 528}
590 529
591object * 530object *
592object::clone () 531object::clone ()
593{ 532{
599/* 538/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
603 */ 542 */
604
605void 543void
606update_turn_face (object *op) 544update_turn_face (object *op)
607{ 545{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 547 return;
548
610 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
612} 551}
613 552
614/* 553/*
615 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
618 */ 557 */
619void 558void
620update_ob_speed (object *op) 559object::set_speed (float speed)
621{ 560{
622 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 562 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 564 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 565 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 566
647 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 568
651 if (op->active_next != NULL) 569 if (has_active_speed ())
652 op->active_next->active_prev = op; 570 activate ();
653
654 active_objects = op;
655 }
656 else 571 else
657 { 572 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 573}
681 574
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 575/*
714 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 579 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
721 * 583 *
722 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 585 * current action are:
728 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
733 */ 591 */
734
735void 592void
736update_object (object *op, int action) 593update_object (object *op, int action)
737{ 594{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
740 596
741 if (op == NULL) 597 if (op == NULL)
742 { 598 {
743 /* this should never happen */ 599 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 601 return;
746 } 602 }
747 603
748 if (op->env != NULL) 604 if (op->env)
749 { 605 {
750 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
751 * to do in this case. 607 * to do in this case.
752 */ 608 */
753 return; 609 return;
758 */ 614 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 616 return;
761 617
762 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 620 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 622#ifdef MANY_CORES
767 abort (); 623 abort ();
768#endif 624#endif
769 return; 625 return;
770 } 626 }
771 627
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
779 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
780 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 645 * to have move_allow right now.
804 */ 646 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 649 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 650 }
811
812 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 653 * that is being removed.
815 */ 654 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 656 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
820 else 659 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 661
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 662 if (op->more)
830 update_object (op->more, action); 663 update_object (op->more, action);
831} 664}
832 665
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first; 666object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848 667
849object::object () 668object::object ()
850{ 669{
851 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
852 671
884 703
885 prev = 0; 704 prev = 0;
886 next = 0; 705 next = 0;
887} 706}
888 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
889object *object::create () 842object *object::create ()
890{ 843{
891 object *op = new object; 844 object *op = new object;
892 op->link (); 845 op->link ();
893 return op; 846 return op;
894} 847}
895 848
896/* 849void
897 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 851{
908 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
909 return; 862 return;
910 863
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
912 remove_friendly_object (this);
913 865
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
915 remove ();
916 867
917 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
918 869
919 if (more) 870 destroy_inv (true);
920 { 871 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 872
967 // hack to ensure that freed objects still have a valid map 873 // hack to ensure that freed objects still have a valid map
968 { 874 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 875 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 876
974 880
975 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 882 freed_map->width = 3;
977 freed_map->height = 3; 883 freed_map->height = 3;
978 884
979 freed_map->allocate (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
980 } 887 }
981 888
982 map = freed_map; 889 map = freed_map;
983 x = 1; 890 x = 1;
984 y = 1; 891 y = 1;
985 } 892 }
986 893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
987 // clear those pointers that likely might have circular references to us 902 // clear those pointers that likely might have circular references to us
988 owner = 0; 903 owner = 0;
989 enemy = 0; 904 enemy = 0;
990 attacked_by = 0; 905 attacked_by = 0;
991 906
992 // only relevant for players(?), but make sure of it anyways 907 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 908 contr = 0;
909}
994 910
995 /* Remove object from the active list */ 911void
996 speed = 0; 912object::destroy (bool destroy_inventory)
997 update_ob_speed (this); 913{
914 if (destroyed ())
915 return;
998 916
999 unlink (); 917 if (destroy_inventory)
918 destroy_inv (false);
1000 919
1001 mortals.push_back (this); 920 attachable::destroy ();
1002} 921}
1003 922
1004/* 923/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 949object::remove ()
1031{ 950{
1032 object *tmp, *last = 0; 951 object *tmp, *last = 0;
1033 object *otmp; 952 object *otmp;
1034 953
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 955 return;
1039 956
1040 SET_FLAG (this, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1041 959
1042 if (more) 960 if (more)
1043 more->remove (); 961 more->remove ();
1044 962
1045 /* 963 /*
1055 973
1056 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 976 * to save cpu time.
1059 */ 977 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 979 otmp->update_stats ();
1062 980
1063 if (above != NULL) 981 if (above)
1064 above->below = below; 982 above->below = below;
1065 else 983 else
1066 env->inv = below; 984 env->inv = below;
1067 985
1068 if (below != NULL) 986 if (below)
1069 below->above = above; 987 below->above = above;
1070 988
1071 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 995 above = 0, below = 0;
1078 env = 0; 996 env = 0;
1079 } 997 }
1080 else if (map) 998 else if (map)
1081 { 999 {
1082 /* Re did the following section of code - it looks like it had 1000 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1085 1007
1086 /* link the object above us */ 1008 /* link the object above us */
1087 if (above) 1009 if (above)
1088 above->below = below; 1010 above->below = below;
1089 else 1011 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1091 1013
1092 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1093 if (below) 1015 if (below)
1094 below->above = above; 1016 below->above = above;
1095 else 1017 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1030 LOG (llevError, "%s\n", dump);
1109 free (dump); 1031 free (dump);
1110 } 1032 }
1111 1033
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1035 }
1114 1036
1115 above = 0; 1037 above = 0;
1116 below = 0; 1038 below = 0;
1117 1039
1118 if (map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1119 return; 1041 return;
1120 1042
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1044
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1124 { 1046 {
1125 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1126 * being removed. 1048 * being removed.
1127 */ 1049 */
1128 1050
1132 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1133 * appropriately. 1055 * appropriately.
1134 */ 1056 */
1135 if (tmp->container == this) 1057 if (tmp->container == this)
1136 { 1058 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1060 tmp->container = 0;
1139 } 1061 }
1140 1062
1063 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1064 tmp->contr->ns->floorbox_update ();
1142 } 1065 }
1143 1066
1144 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1145 if (check_walk_off 1068 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1071 {
1149 move_apply (tmp, this, 0); 1072 move_apply (tmp, this, 0);
1151 if (destroyed ()) 1074 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1076 }
1154 1077
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1157 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1158 tmp->above = 0; 1081 tmp->above = 0;
1159 1082
1160 last = tmp; 1083 last = tmp;
1161 } 1084 }
1162 1085
1163 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1088 if (!last)
1165 { 1089 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1090 else
1175 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1176 1092
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1179 } 1095 }
1180} 1096}
1181 1097
1182/* 1098/*
1191merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1192{ 1108{
1193 if (!op->nrof) 1109 if (!op->nrof)
1194 return 0; 1110 return 0;
1195 1111
1196 if (top == NULL) 1112 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1198 1115
1199 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1200 { 1117 {
1201 if (top == op) 1118 if (top == op)
1202 continue; 1119 continue;
1203 1120
1204 if (object::can_merge (op, top)) 1121 if (object::can_merge (op, top))
1220 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1221 */ 1138 */
1222object * 1139object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1141{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1143 {
1232 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1234 } 1146 }
1235 1147
1254 * Return value: 1166 * Return value:
1255 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1169 * just 'op' otherwise
1258 */ 1170 */
1259
1260object * 1171object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1173{
1263 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1175 sint16 x, y;
1267 { 1178 {
1268 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL; 1180 return NULL;
1270 } 1181 }
1271 1182
1272 if (m == NULL) 1183 if (!m)
1273 { 1184 {
1274 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump); 1187 free (dump);
1277 return op; 1188 return op;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1210 free (dump);
1300 return op; 1211 return op;
1301 } 1212 }
1302 1213
1303 if (op->more != NULL) 1214 if (op->more)
1304 { 1215 {
1305 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1306 1217
1307 object *more = op->more; 1218 object *more = op->more;
1308 1219
1309 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1310 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1313 */ 1224 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map) 1227 else if (!more->map)
1317 { 1228 {
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1236 {
1326 if (!op->head) 1237 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1239
1329 return NULL; 1240 return 0;
1330 } 1241 }
1331 } 1242 }
1332 1243
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1245
1341 y = op->y; 1252 y = op->y;
1342 1253
1343 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1344 */ 1255 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1258 if (object::can_merge (op, tmp))
1348 { 1259 {
1349 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1261 tmp->destroy ();
1351 } 1262 }
1368 op->below = originator->below; 1279 op->below = originator->below;
1369 1280
1370 if (op->below) 1281 if (op->below)
1371 op->below->above = op; 1282 op->below->above = op;
1372 else 1283 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1374 1285
1375 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1376 originator->below = op; 1287 originator->below = op;
1377 } 1288 }
1378 else 1289 else
1379 { 1290 {
1380 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 { 1293 {
1383 object *last = NULL; 1294 object *last = 0;
1384 1295
1385 /* 1296 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1396 */ 1307 */
1397
1398 while (top != NULL) 1308 while (top)
1399 { 1309 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1311 floor = top;
1402 1312
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1424 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1336 * stacking is a bit odd.
1427 */ 1337 */
1428 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1340 {
1431 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1343 break;
1434 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457 1367
1458 if (op->above) 1368 if (op->above)
1459 op->above->below = op; 1369 op->above->below = op;
1460 1370
1461 op->below = NULL; 1371 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1463 } 1373 }
1464 else 1374 else
1465 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1466 op->above = top->above; 1376 op->above = top->above;
1467 1377
1470 1380
1471 op->below = top; 1381 op->below = top;
1472 top->above = op; 1382 top->above = op;
1473 } 1383 }
1474 1384
1475 if (op->above == NULL) 1385 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1478 1388
1479 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1480 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1481 1397
1482 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1484 */ 1400 */
1485 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1404 pl->contr->ns->floorbox_update ();
1489 1405
1490 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1413 * of effect may be sufficient.
1498 */ 1414 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1501 1417
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1420
1421 INVOKE_OBJECT (INSERT, op);
1504 1422
1505 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1424 * we want to have floorbox_update called before calling this.
1507 * 1425 *
1508 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1513 1431
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1434 {
1517 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1518 return NULL; 1436 return 0;
1519 1437
1520 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1439 * walk on's.
1522 */ 1440 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1525 return NULL; 1443 return 0;
1526 } 1444 }
1527 1445
1528 return op; 1446 return op;
1529} 1447}
1530 1448
1531/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1534 */ 1452 */
1535void 1453void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1455{
1538 object * 1456 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1457
1543 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1544 1459
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1547 tmp->destroy (); 1462 tmp->destroy ();
1548 1463
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1465
1551 tmp1->x = op->x; 1466 tmp1->x = op->x;
1552 tmp1->y = op->y; 1467 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1554} 1475}
1555 1476
1556/* 1477/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1482 * global static errmsg array.
1562 */ 1483 */
1563
1564object * 1484object *
1565get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1566{ 1486{
1567 object *newob; 1487 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1604 1524
1605object * 1525object *
1606decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1607{ 1527{
1608 object *tmp; 1528 object *tmp;
1609 player *pl;
1610 1529
1611 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1531 return op;
1613 1532
1614 if (i > op->nrof) 1533 if (i > op->nrof)
1619 else if (op->env) 1538 else if (op->env)
1620 { 1539 {
1621 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1622 * therein? 1541 * therein?
1623 */ 1542 */
1624 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1548 * and then searching the map for a player.
1630 */ 1549 */
1631 if (!tmp) 1550 if (!tmp)
1632 { 1551 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1635 { 1553 {
1636 tmp = pl->ob; 1554 tmp = pl->ob;
1637 break; 1555 break;
1638 } 1556 }
1639 }
1640 1557
1641 if (i < op->nrof) 1558 if (i < op->nrof)
1642 { 1559 {
1643 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1561 op->nrof -= i;
1777 add_weight (this, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1778 } 1695 }
1779 else 1696 else
1780 add_weight (this, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1781 1698
1782 otmp = is_player_inv (this); 1699 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1700 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1702 otmp->update_stats ();
1786 1703
1787 op->map = NULL; 1704 op->map = 0;
1788 op->env = this; 1705 op->env = this;
1789 op->above = NULL; 1706 op->above = 0;
1790 op->below = NULL; 1707 op->below = 0;
1791 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1792 1709
1793 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1711 if ((op->glow_radius != 0) && map)
1795 { 1712 {
1796#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1798#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1799 if (MAP_DARKNESS (map)) 1716 if (map->darkness)
1800 update_all_los (map, x, y); 1717 update_all_los (map, x, y);
1801 } 1718 }
1802 1719
1803 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1804 * It sure simplifies this function... 1721 * It sure simplifies this function...
1809 { 1726 {
1810 op->below = inv; 1727 op->below = inv;
1811 op->below->above = op; 1728 op->below->above = op;
1812 inv = op; 1729 inv = op;
1813 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1814 1733
1815 return op; 1734 return op;
1816} 1735}
1817 1736
1818/* 1737/*
1833 * 1752 *
1834 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1835 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1836 * on top. 1755 * on top.
1837 */ 1756 */
1838
1839int 1757int
1840check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1841{ 1759{
1842 object *tmp; 1760 object *tmp;
1843 maptile *m = op->map; 1761 maptile *m = op->map;
1870 1788
1871 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1873 */ 1791 */
1874 1792
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1876 { 1794 {
1877 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them. 1797 * we don't need to check all of them.
1880 */ 1798 */
1935/* 1853/*
1936 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1937 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1938 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1939 */ 1857 */
1940
1941object * 1858object *
1942present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1943{ 1860{
1944 object *
1945 tmp;
1946
1947 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1948 { 1862 {
1949 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1950 return NULL; 1864 return NULL;
1951 } 1865 }
1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1953 if (tmp->arch == at) 1868 if (tmp->arch == at)
1954 return tmp; 1869 return tmp;
1870
1955 return NULL; 1871 return NULL;
1956} 1872}
1957 1873
1958/* 1874/*
1959 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1960 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1961 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1962 */ 1878 */
1963
1964object * 1879object *
1965present (unsigned char type, maptile *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
1966{ 1881{
1967 object *
1968 tmp;
1969
1970 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
1971 { 1883 {
1972 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1885 return NULL;
1974 } 1886 }
1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if (tmp->type == type) 1889 if (tmp->type == type)
1977 return tmp; 1890 return tmp;
1891
1978 return NULL; 1892 return NULL;
1979} 1893}
1980 1894
1981/* 1895/*
1982 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1985 */ 1899 */
1986
1987object * 1900object *
1988present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
1989{ 1902{
1990 object *
1991 tmp;
1992
1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 if (tmp->type == type) 1904 if (tmp->type == type)
1995 return tmp; 1905 return tmp;
1906
1996 return NULL; 1907 return NULL;
1997} 1908}
1998 1909
1999/* 1910/*
2000 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2008 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2009 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2010 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1922 * to be unique.
2012 */ 1923 */
2013
2014object * 1924object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1926{
2017 object *
2018 tmp;
2019
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1929 return tmp;
2024 } 1930
2025 return NULL; 1931 return 0;
2026} 1932}
2027 1933
2028/* 1934/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2032 */ 1938 */
2033
2034object * 1939object *
2035present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2036{ 1941{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2041 if (tmp->arch == at) 1943 if (tmp->arch == at)
2042 return tmp; 1944 return tmp;
1945
2043 return NULL; 1946 return NULL;
2044} 1947}
2045 1948
2046/* 1949/*
2047 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2048 */ 1951 */
2049void 1952void
2050flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2051{ 1954{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1955 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1957 {
2058 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2060 } 1960 }
2061} /* 1961}
1962
1963/*
2062 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2063 */ 1965 */
2064void 1966void
2065unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2066{ 1968{
2067 object *
2068 tmp;
2069
2070 if (op->inv) 1969 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 { 1971 {
2073 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2075 } 1974 }
2076} 1975}
2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2080 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2081 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2082 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2083 */ 1982 */
2084
2085void 1983void
2086set_cheat (object *op) 1984set_cheat (object *op)
2087{ 1985{
2088 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2089 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2108 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2109 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2110 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 2009 * customized, changed states, etc.
2112 */ 2010 */
2113
2114int 2011int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 2013{
2117 int
2118 i,
2119 index = 0, flag; 2014 int index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2122 2016
2123 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2124 { 2018 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2126 if (!flag) 2020 if (!flag)
2127 altern[index++] = i; 2021 altern [index++] = i;
2128 2022
2129 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2130 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2131 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2132 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2136 */ 2030 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 2032 stop = maxfree[i];
2139 } 2033 }
2034
2140 if (!index) 2035 if (!index)
2141 return -1; 2036 return -1;
2037
2142 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2143} 2039}
2144 2040
2145/* 2041/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2149 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2046 */
2151
2152int 2047int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2049{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2052 return i;
2162 } 2053
2163 return -1; 2054 return -1;
2164} 2055}
2165 2056
2166/* 2057/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2061 */
2170static void 2062static void
2171permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2172{ 2064{
2173 int 2065 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2066 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2067
2184 tmp = arr[i]; 2068 while (--end)
2185 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2070}
2189 2071
2190/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2192 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2195 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2078 */
2197void 2079void
2198get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2199{ 2081{
2200 int 2082 int i;
2201 i;
2202 2083
2203 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2085 search_arr[i] = i;
2206 }
2207 2086
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2090}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2221 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2222 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2102 * there is capable of.
2224 */ 2103 */
2225
2226int 2104int
2227find_dir (maptile *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2106{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2232 2108
2233 sint16 nx, ny; 2109 sint16 nx, ny;
2234 object * 2110 object *tmp;
2235 tmp;
2236 maptile * 2111 maptile *mp;
2237 mp;
2238 2112
2239 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2240 2114
2241 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2242 { 2116 {
2254 mp = m; 2128 mp = m;
2255 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2257 2131
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2259 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2135 max = maxfree[i];
2262 }
2263 else 2136 else
2264 { 2137 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2266 2141
2267 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2143 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2272 { 2145 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2274 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2277 break; 2149 break;
2278 } 2150
2279 }
2280 if (tmp) 2151 if (tmp)
2281 {
2282 return freedir[i]; 2152 return freedir[i];
2283 }
2284 } 2153 }
2285 } 2154 }
2286 } 2155 }
2156
2287 return 0; 2157 return 0;
2288} 2158}
2289 2159
2290/* 2160/*
2291 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2162 * distance between the two given objects.
2293 */ 2163 */
2294
2295int 2164int
2296distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2297{ 2166{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2168}
2304 2169
2305/* 2170/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2307 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2309 */ 2174 */
2310
2311int 2175int
2312find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2313{ 2177{
2314 int 2178 int q;
2315 q;
2316 2179
2317 if (y) 2180 if (y)
2318 q = x * 100 / y; 2181 q = x * 100 / y;
2319 else if (x) 2182 else if (x)
2320 q = -300 * x; 2183 q = -300 * x;
2355int 2218int
2356absdir (int d) 2219absdir (int d)
2357{ 2220{
2358 while (d < 1) 2221 while (d < 1)
2359 d += 8; 2222 d += 8;
2223
2360 while (d > 8) 2224 while (d > 8)
2361 d -= 8; 2225 d -= 8;
2226
2362 return d; 2227 return d;
2363} 2228}
2364 2229
2365/* 2230/*
2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2368 */ 2233 */
2369 2234
2370int 2235int
2371dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2372{ 2237{
2373 int 2238 int d;
2374 d;
2375 2239
2376 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2377 if (d > 4) 2241 if (d > 4)
2378 d = 8 - d; 2242 d = 8 - d;
2243
2379 return d; 2244 return d;
2380} 2245}
2381 2246
2382/* peterm: 2247/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2386 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2387 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2388 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2254 * functions.
2390 */ 2255 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2311 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2450 */ 2313 */
2451
2452
2453int 2314int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2316{
2456 sint16 dx, dy; 2317 sint16 dx, dy;
2457 int
2458 mflags; 2318 int mflags;
2459 2319
2460 if (dir < 0) 2320 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2462 2322
2463 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2476 return 0; 2336 return 0;
2477 2337
2478 /* yes, can see. */ 2338 /* yes, can see. */
2479 if (dir < 9) 2339 if (dir < 9)
2480 return 1; 2340 return 1;
2341
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2345}
2484
2485
2486 2346
2487/* 2347/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2489 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2364}
2505 2365
2506
2507/* 2366/*
2508 * create clone from object to another 2367 * create clone from object to another
2509 */ 2368 */
2510object * 2369object *
2511object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2530 { 2389 {
2531 dst = tmp; 2390 dst = tmp;
2532 tmp->head = 0; 2391 tmp->head = 0;
2533 } 2392 }
2534 else 2393 else
2535 {
2536 tmp->head = dst; 2394 tmp->head = dst;
2537 }
2538 2395
2539 tmp->more = 0; 2396 tmp->more = 0;
2540 2397
2541 if (prev) 2398 if (prev)
2542 prev->more = tmp; 2399 prev->more = tmp;
2554/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2555/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2556/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2557/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2558/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2559
2560object * 2416object *
2561load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2562{ 2418{
2563 object *op; 2419 object *op;
2564 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2594 * returns NULL if no match. 2450 * returns NULL if no match.
2595 */ 2451 */
2596object * 2452object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2454{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2457 return tmp;
2604 2458
2605 return NULL; 2459 return 0;
2606} 2460}
2607 2461
2608/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL. 2463 * otherwise return NULL.
2610 * 2464 *
2612 * do the desired thing. 2466 * do the desired thing.
2613 */ 2467 */
2614key_value * 2468key_value *
2615get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2616{ 2470{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2620 if (link->key == key) 2472 if (link->key == key)
2621 return link; 2473 return link;
2622 2474
2623 return NULL; 2475 return 0;
2624} 2476}
2625 2477
2626/* 2478/*
2627 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2628 * 2480 *
2668 * Returns TRUE on success. 2520 * Returns TRUE on success.
2669 */ 2521 */
2670int 2522int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2524{
2673 key_value *
2674 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2675 2526
2676 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2677 { 2528 {
2678 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2679 { 2530 {
2707 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2708 2559
2709 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2710 2561
2711 if (!add_key) 2562 if (!add_key)
2712 {
2713 return FALSE; 2563 return FALSE;
2714 } 2564
2715 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2719 * should pass in "" 2569 * should pass in ""
2768 } 2618 }
2769 else 2619 else
2770 item = item->env; 2620 item = item->env;
2771} 2621}
2772 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2773// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2774const char * 2653const char *
2775object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2776{ 2655{
2656 char flagdesc[512];
2777 char info2[256 * 3]; 2657 char info2[256 * 4];
2778 char *p = info; 2658 char *p = info;
2779 2659
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2781 count, 2661 count, uuid.seq,
2782 &name, 2662 &name,
2783 title ? " " : "", 2663 title ? "\",title:" : "",
2784 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2785 2666
2786 if (env) 2667 if (env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788 2669
2789 if (map) 2670 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2791 2672
2792 return info; 2673 return info;
2793} 2674}
2794 2675
2795const char * 2676const char *
2796object::debug_desc () const 2677object::debug_desc () const
2797{ 2678{
2798 static char info[256 * 3]; 2679 static char info[256 * 4];
2799 return debug_desc (info); 2680 return debug_desc (info);
2800} 2681}
2801 2682

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines