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Comparing deliantra/server/common/object.C (file contents):
Revision 1.79 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 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
277 276
278 /* Note sure why the following is the case - either the object has to 277 /* 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 278 * be animated or have a very low speed. Is this an attempted monster
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
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
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 486
491 if (is_freed) 487 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
493 489
494 if (is_removed) 490 if (is_removed)
525 tail = new_link; 521 tail = new_link;
526 } 522 }
527 } 523 }
528 } 524 }
529 525
530 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
531} 527}
532 528
533object * 529object *
534object::clone () 530object::clone ()
535{ 531{
541/* 537/*
542 * 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
543 * 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
544 * 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.
545 */ 541 */
546
547void 542void
548update_turn_face (object *op) 543update_turn_face (object *op)
549{ 544{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 546 return;
547
552 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
554} 550}
555 551
556/* 552/*
557 * 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
558 * 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.
559 * 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.
560 */ 556 */
561void 557void
562update_ob_speed (object *op) 558object::set_speed (float speed)
563{ 559{
564 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 561 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 563 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 564 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 565
589 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 567
593 if (op->active_next != NULL) 568 if (has_active_speed ())
594 op->active_next->active_prev = op; 569 activate (false);
595
596 active_objects = op;
597 }
598 else 570 else
599 { 571 deactivate (false);
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 572}
654 573
655/* 574/*
656 * update_object() updates the the map. 575 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
694 */ 613 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 615 return;
697 616
698 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 619 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 621#ifdef MANY_CORES
703 abort (); 622 abort ();
704#endif 623#endif
741 660
742 if (op->more) 661 if (op->more)
743 update_object (op->more, action); 662 update_object (op->more, action);
744} 663}
745 664
746object::vector object::mortals;
747object::vector object::objects; // not yet used 665object::vector object::objects; // not yet used
748object *object::first; 666object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761 667
762object::object () 668object::object ()
763{ 669{
764 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
765 671
797 703
798 prev = 0; 704 prev = 0;
799 next = 0; 705 next = 0;
800} 706}
801 707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
814}
815
802object *object::create () 816object *object::create ()
803{ 817{
804 object *op = new object; 818 object *op = new object;
805 op->link (); 819 op->link ();
806 return op; 820 return op;
807} 821}
808 822
809/* 823void
810 * free_object() frees everything allocated by an object, removes 824object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 825{
821 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
822 return; 836 return;
823 837
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 838 set_speed (0);
825 remove_friendly_object (this);
826 839
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 840 flag [FLAG_FREED] = 1;
828 remove ();
829 841
830 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
831 843
832 if (more) 844 destroy_inv (true);
833 { 845 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 846
880 // hack to ensure that freed objects still have a valid map 847 // hack to ensure that freed objects still have a valid map
881 { 848 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 849 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 850
887 854
888 freed_map->name = "/internal/freed_objects_map"; 855 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 856 freed_map->width = 3;
890 freed_map->height = 3; 857 freed_map->height = 3;
891 858
892 freed_map->allocate (); 859 freed_map->alloc ();
893 } 860 }
894 861
895 map = freed_map; 862 map = freed_map;
896 x = 1; 863 x = 1;
897 y = 1; 864 y = 1;
898 } 865 }
899 866
867 head = 0;
868
869 if (more)
870 {
871 more->destroy ();
872 more = 0;
873 }
874
900 // clear those pointers that likely might have circular references to us 875 // clear those pointers that likely might have circular references to us
901 owner = 0; 876 owner = 0;
902 enemy = 0; 877 enemy = 0;
903 attacked_by = 0; 878 attacked_by = 0;
904 879
905 // only relevant for players(?), but make sure of it anyways 880 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 881 contr = 0;
882}
907 883
908 /* Remove object from the active list */ 884void
909 speed = 0; 885object::destroy (bool destroy_inventory)
910 update_ob_speed (this); 886{
887 if (destroyed ())
888 return;
911 889
912 unlink (); 890 if (destroy_inventory)
891 destroy_inv (false);
913 892
914 mortals.push_back (this); 893 attachable::destroy ();
915} 894}
916 895
917/* 896/*
918 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
943object::remove () 922object::remove ()
944{ 923{
945 object *tmp, *last = 0; 924 object *tmp, *last = 0;
946 object *otmp; 925 object *otmp;
947 926
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 928 return;
952 929
953 SET_FLAG (this, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
954 932
955 if (more) 933 if (more)
956 more->remove (); 934 more->remove ();
957 935
958 /* 936 /*
971 * to save cpu time. 949 * to save cpu time.
972 */ 950 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 952 otmp->update_stats ();
975 953
976 if (above != NULL) 954 if (above)
977 above->below = below; 955 above->below = below;
978 else 956 else
979 env->inv = below; 957 env->inv = below;
980 958
981 if (below != NULL) 959 if (below)
982 below->above = above; 960 below->above = above;
983 961
984 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
990 above = 0, below = 0; 968 above = 0, below = 0;
991 env = 0; 969 env = 0;
992 } 970 }
993 else if (map) 971 else if (map)
994 { 972 {
995 /* Re did the following section of code - it looks like it had 973 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
998 979
999 /* link the object above us */ 980 /* link the object above us */
1000 if (above) 981 if (above)
1001 above->below = below; 982 above->below = below;
1002 else 983 else
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1002 LOG (llevError, "%s\n", dump);
1022 free (dump); 1003 free (dump);
1023 } 1004 }
1024 1005
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1007 }
1027 1008
1028 above = 0; 1009 above = 0;
1029 below = 0; 1010 below = 0;
1030 1011
1031 if (map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1032 return; 1013 return;
1033 1014
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1016
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 1018 {
1038 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1039 * being removed. 1020 * being removed.
1040 */ 1021 */
1041 1022
1045 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1046 * appropriately. 1027 * appropriately.
1047 */ 1028 */
1048 if (tmp->container == this) 1029 if (tmp->container == this)
1049 { 1030 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1032 tmp->container = 0;
1052 } 1033 }
1053 1034
1035 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1036 tmp->contr->ns->floorbox_update ();
1055 } 1037 }
1056 1038
1057 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1058 if (check_walk_off 1040 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1041 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1043 {
1062 move_apply (tmp, this, 0); 1044 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1046 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1048 }
1067 1049
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1071 tmp->above = 0; 1053 tmp->above = 0;
1072 1054
1073 last = tmp; 1055 last = tmp;
1074 } 1056 }
1075 1057
1076 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1060 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else 1062 else
1080 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1081 1064
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1066 update_all_los (map, x, y);
1084 } 1067 }
1085} 1068}
1086 1069
1087/* 1070/*
1096merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1097{ 1080{
1098 if (!op->nrof) 1081 if (!op->nrof)
1099 return 0; 1082 return 0;
1100 1083
1101 if (top == NULL) 1084 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1103 1087
1104 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1105 { 1089 {
1106 if (top == op) 1090 if (top == op)
1107 continue; 1091 continue;
1108 1092
1109 if (object::can_merge (op, top)) 1093 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1126 */ 1110 */
1127object * 1111object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1113{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1115 {
1137 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1139 } 1118 }
1140 1119
1159 * Return value: 1138 * Return value:
1160 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1141 * just 'op' otherwise
1163 */ 1142 */
1164
1165object * 1143object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1145{
1168 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1147 sint16 x, y;
1172 { 1150 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1152 return NULL;
1175 } 1153 }
1176 1154
1177 if (m == NULL) 1155 if (!m)
1178 { 1156 {
1179 char *dump = dump_object (op); 1157 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1159 free (dump);
1182 return op; 1160 return op;
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump); 1182 free (dump);
1205 return op; 1183 return op;
1206 } 1184 }
1207 1185
1208 if (op->more != NULL) 1186 if (op->more)
1209 { 1187 {
1210 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1211 1189
1212 object *more = op->more; 1190 object *more = op->more;
1213 1191
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1208 {
1231 if (!op->head) 1209 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1211
1234 return NULL; 1212 return 0;
1235 } 1213 }
1236 } 1214 }
1237 1215
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1217
1246 y = op->y; 1224 y = op->y;
1247 1225
1248 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1249 */ 1227 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1230 if (object::can_merge (op, tmp))
1253 { 1231 {
1254 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1233 tmp->destroy ();
1256 } 1234 }
1273 op->below = originator->below; 1251 op->below = originator->below;
1274 1252
1275 if (op->below) 1253 if (op->below)
1276 op->below->above = op; 1254 op->below->above = op;
1277 else 1255 else
1278 op->ms ().bottom = op; 1256 op->ms ().bot = op;
1279 1257
1280 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1281 originator->below = op; 1259 originator->below = op;
1282 } 1260 }
1283 else 1261 else
1284 { 1262 {
1285 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 { 1265 {
1288 object *last = NULL; 1266 object *last = 0;
1289 1267
1290 /* 1268 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1301 */ 1279 */
1302
1303 while (top != NULL) 1280 while (top)
1304 { 1281 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1283 floor = top;
1307 1284
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 1339
1363 if (op->above) 1340 if (op->above)
1364 op->above->below = op; 1341 op->above->below = op;
1365 1342
1366 op->below = NULL; 1343 op->below = 0;
1367 op->ms ().bottom = op; 1344 op->ms ().bot = op;
1368 } 1345 }
1369 else 1346 else
1370 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1371 op->above = top->above; 1348 op->above = top->above;
1372 1349
1375 1352
1376 op->below = top; 1353 op->below = top;
1377 top->above = op; 1354 top->above = op;
1378 } 1355 }
1379 1356
1380 if (op->above == NULL) 1357 if (!op->above)
1381 op->ms ().top = op; 1358 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1383 1360
1384 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1385 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1386 1367
1387 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1389 */ 1370 */
1390 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1372 if (object *pl = op->ms ().player ())
1373 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1374 pl->contr->ns->floorbox_update ();
1393 1375
1394 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1401 * of effect may be sufficient. 1383 * of effect may be sufficient.
1402 */ 1384 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1405 1387
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1390
1391 INVOKE_OBJECT (INSERT, op);
1408 1392
1409 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1394 * we want to have floorbox_update called before calling this.
1411 * 1395 *
1412 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1417 1401
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1404 {
1421 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1422 return NULL; 1406 return 0;
1423 1407
1424 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1409 * walk on's.
1426 */ 1410 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1429 return NULL; 1413 return 0;
1430 } 1414 }
1431 1415
1432 return op; 1416 return op;
1433} 1417}
1434 1418
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1435
1452 tmp1->x = op->x; 1436 tmp1->x = op->x;
1453 tmp1->y = op->y; 1437 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1445}
1456 1446
1457/* 1447/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1452 * global static errmsg array.
1463 */ 1453 */
1464
1465object * 1454object *
1466get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1467{ 1456{
1468 object *newob; 1457 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1494
1506object * 1495object *
1507decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1508{ 1497{
1509 object *tmp; 1498 object *tmp;
1510 player *pl;
1511 1499
1512 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1501 return op;
1514 1502
1515 if (i > op->nrof) 1503 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1518 * and then searching the map for a player.
1531 */ 1519 */
1532 if (!tmp) 1520 if (!tmp)
1533 { 1521 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1536 { 1523 {
1537 tmp = pl->ob; 1524 tmp = pl->ob;
1538 break; 1525 break;
1539 } 1526 }
1540 }
1541 1527
1542 if (i < op->nrof) 1528 if (i < op->nrof)
1543 { 1529 {
1544 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1531 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1681 if ((op->glow_radius != 0) && map)
1696 { 1682 {
1697#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1686 if (map->darkness)
1701 update_all_los (map, x, y); 1687 update_all_los (map, x, y);
1702 } 1688 }
1703 1689
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1691 * It sure simplifies this function...
1710 { 1696 {
1711 op->below = inv; 1697 op->below = inv;
1712 op->below->above = op; 1698 op->below->above = op;
1713 inv = op; 1699 inv = op;
1714 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1715 1703
1716 return op; 1704 return op;
1717} 1705}
1718 1706
1719/* 1707/*
1734 * 1722 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1725 * on top.
1738 */ 1726 */
1739
1740int 1727int
1741check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1742{ 1729{
1743 object *tmp; 1730 object *tmp;
1744 maptile *m = op->map; 1731 maptile *m = op->map;
1771 1758
1772 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1774 */ 1761 */
1775 1762
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1777 { 1764 {
1778 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1767 * we don't need to check all of them.
1781 */ 1768 */
1836/* 1823/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1840 */ 1827 */
1841
1842object * 1828object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1830{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
1849 { 1832 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1834 return NULL;
1852 } 1835 }
1836
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1854 if (tmp->arch == at) 1838 if (tmp->arch == at)
1855 return tmp; 1839 return tmp;
1840
1856 return NULL; 1841 return NULL;
1857} 1842}
1858 1843
1859/* 1844/*
1860 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1863 */ 1848 */
1864
1865object * 1849object *
1866present (unsigned char type, maptile *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
1867{ 1851{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
1872 { 1853 {
1873 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1855 return NULL;
1875 } 1856 }
1857
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1877 if (tmp->type == type) 1859 if (tmp->type == type)
1878 return tmp; 1860 return tmp;
1861
1879 return NULL; 1862 return NULL;
1880} 1863}
1881 1864
1882/* 1865/*
1883 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1886 */ 1869 */
1887
1888object * 1870object *
1889present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
1890{ 1872{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1874 if (tmp->type == type)
1896 return tmp; 1875 return tmp;
1876
1897 return NULL; 1877 return NULL;
1898} 1878}
1899 1879
1900/* 1880/*
1901 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1892 * to be unique.
1913 */ 1893 */
1914
1915object * 1894object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1896{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1899 return tmp;
1925 } 1900
1926 return NULL; 1901 return 0;
1927} 1902}
1928 1903
1929/* 1904/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1933 */ 1908 */
1934
1935object * 1909object *
1936present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
1937{ 1911{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1913 if (tmp->arch == at)
1943 return tmp; 1914 return tmp;
1915
1944 return NULL; 1916 return NULL;
1945} 1917}
1946 1918
1947/* 1919/*
1948 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
1949 */ 1921 */
1950void 1922void
1951flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
1952{ 1924{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1925 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1927 {
1959 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
1961 } 1930 }
1962} /* 1931}
1932
1933/*
1963 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
1964 */ 1935 */
1965void 1936void
1966unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
1967{ 1938{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1939 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1941 {
1974 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
1976 } 1944 }
1977} 1945}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
1984 */ 1952 */
1985
1986void 1953void
1987set_cheat (object *op) 1954set_cheat (object *op)
1988{ 1955{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1979 * customized, changed states, etc.
2013 */ 1980 */
2014
2015int 1981int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1983{
2018 int
2019 i,
2020 index = 0, flag; 1984 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2023 1986
2024 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2025 { 1988 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 1990 if (!flag)
2028 altern[index++] = i; 1991 altern [index++] = i;
2029 1992
2030 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2016 */
2054
2055int 2017int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2019{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2022 return i;
2065 } 2023
2066 return -1; 2024 return -1;
2067} 2025}
2068 2026
2069/* 2027/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2031 */
2073static void 2032static void
2074permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2075{ 2034{
2076 int 2035 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2036 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2037
2087 tmp = arr[i]; 2038 while (--end)
2088 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2040}
2092 2041
2093/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2048 */
2100void 2049void
2101get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2102{ 2051{
2103 int 2052 int i;
2104 i;
2105 2053
2106 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2055 search_arr[i] = i;
2109 }
2110 2056
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2060}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2072 * there is capable of.
2127 */ 2073 */
2128
2129int 2074int
2130find_dir (maptile *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2076{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2135 2078
2136 sint16 nx, ny; 2079 sint16 nx, ny;
2137 object * 2080 object *tmp;
2138 tmp;
2139 maptile * 2081 maptile *mp;
2140 mp;
2141 2082
2142 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2143 2084
2144 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2145 { 2086 {
2162 2103
2163 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2105 max = maxfree[i];
2165 else 2106 else
2166 { 2107 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2168 2111
2169 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2113 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2172 { 2115 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2119 break;
2176 2120
2177 if (tmp) 2121 if (tmp)
2178 return freedir[i]; 2122 return freedir[i];
2179 } 2123 }
2185 2129
2186/* 2130/*
2187 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2132 * distance between the two given objects.
2189 */ 2133 */
2190
2191int 2134int
2192distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2193{ 2136{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2138}
2199 2139
2200/* 2140/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2204 */ 2144 */
2205
2206int 2145int
2207find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2208{ 2147{
2209 int q; 2148 int q;
2210 2149
2249int 2188int
2250absdir (int d) 2189absdir (int d)
2251{ 2190{
2252 while (d < 1) 2191 while (d < 1)
2253 d += 8; 2192 d += 8;
2193
2254 while (d > 8) 2194 while (d > 8)
2255 d -= 8; 2195 d -= 8;
2196
2256 return d; 2197 return d;
2257} 2198}
2258 2199
2259/* 2200/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2203 */
2263 2204
2264int 2205int
2265dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2266{ 2207{
2267 int 2208 int d;
2268 d;
2269 2209
2270 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2271 if (d > 4) 2211 if (d > 4)
2272 d = 8 - d; 2212 d = 8 - d;
2213
2273 return d; 2214 return d;
2274} 2215}
2275 2216
2276/* peterm: 2217/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2224 * functions.
2284 */ 2225 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2386object *
2449load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2450{ 2388{
2451 object *op; 2389 object *op;
2452 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2482 * returns NULL if no match. 2420 * returns NULL if no match.
2483 */ 2421 */
2484object * 2422object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2424{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2427 return tmp;
2492 2428
2493 return NULL; 2429 return 0;
2494} 2430}
2495 2431
2496/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2433 * otherwise return NULL.
2498 * 2434 *
2500 * do the desired thing. 2436 * do the desired thing.
2501 */ 2437 */
2502key_value * 2438key_value *
2503get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2504{ 2440{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2442 if (link->key == key)
2509 return link; 2443 return link;
2510 2444
2511 return NULL; 2445 return 0;
2512} 2446}
2513 2447
2514/* 2448/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2450 *
2556 * Returns TRUE on success. 2490 * Returns TRUE on success.
2557 */ 2491 */
2558int 2492int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2494{
2561 key_value *
2562 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2563 2496
2564 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2498 {
2566 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2567 { 2500 {
2595 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2596 2529
2597 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2598 2531
2599 if (!add_key) 2532 if (!add_key)
2600 {
2601 return FALSE; 2533 return FALSE;
2602 } 2534
2603 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2607 * should pass in "" 2539 * should pass in ""
2656 } 2588 }
2657 else 2589 else
2658 item = item->env; 2590 item = item->env;
2659} 2591}
2660 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2661// return a suitable string describing an objetc in enough detail to find it 2620// return a suitable string describing an objetc in enough detail to find it
2662const char * 2621const char *
2663object::debug_desc (char *info) const 2622object::debug_desc (char *info) const
2664{ 2623{
2624 char flagdesc[512];
2665 char info2[256 * 3]; 2625 char info2[256 * 4];
2666 char *p = info; 2626 char *p = info;
2667 2627
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2669 count, 2629 count, uuid.seq,
2670 &name, 2630 &name,
2671 title ? " " : "", 2631 title ? "\",title:" : "",
2672 title ? (const char *)title : ""); 2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2673 2634
2674 if (env) 2635 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2637
2677 if (map) 2638 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2640
2680 return info; 2641 return info;
2681} 2642}
2682 2643
2683const char * 2644const char *

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