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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 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
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:
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * 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{ 482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 485
486 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 487
491 if (is_freed) 488 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
493 490
494 if (is_removed) 491 if (is_removed)
525 tail = new_link; 522 tail = new_link;
526 } 523 }
527 } 524 }
528 } 525 }
529 526
530 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
531} 528}
532 529
533object * 530object *
534object::clone () 531object::clone ()
535{ 532{
541/* 538/*
542 * 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
543 * 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
544 * 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.
545 */ 542 */
546
547void 543void
548update_turn_face (object *op) 544update_turn_face (object *op)
549{ 545{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 547 return;
548
552 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
554} 551}
555 552
556/* 553/*
557 * 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
558 * 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.
559 * 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.
560 */ 557 */
561void 558void
562update_ob_speed (object *op) 559object::set_speed (float speed)
563{ 560{
564 extern int arch_init; 561 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 { 562 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 564 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 565 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 566
589 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 568
593 if (op->active_next != NULL) 569 if (has_active_speed ())
594 op->active_next->active_prev = op; 570 activate ();
595
596 active_objects = op;
597 }
598 else 571 else
599 { 572 deactivate ();
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} 573}
654 574
655/* 575/*
656 * update_object() updates the the map. 576 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
694 */ 614 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 616 return;
697 617
698 /* make sure the object is within map boundaries */ 618 /* 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)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 620 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 622#ifdef MANY_CORES
703 abort (); 623 abort ();
704#endif 624#endif
705 return; 625 return;
706 } 626 }
707 627
708 mapspace &m = op->ms (); 628 mapspace &m = op->ms ();
709 629
710 if (m.flags_ & P_NEED_UPDATE) 630 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 631 /* nop */;
712 else if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
713 { 633 {
714 // this is likely overkill, TODO: revisit (schmorp) 634 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* 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
725 * to have move_allow right now. 645 * to have move_allow right now.
726 */ 646 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 649 m.flags_ = 0;
730 } 650 }
731 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 653 * that is being removed.
734 */ 654 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 656 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
739 else 659 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 661
742 if (op->more) 662 if (op->more)
743 update_object (op->more, action); 663 update_object (op->more, action);
744} 664}
745 665
746object::vector object::mortals;
747object::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
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
802object *object::create () 842object *object::create ()
803{ 843{
804 object *op = new object; 844 object *op = new object;
805 op->link (); 845 op->link ();
806 return op; 846 return op;
807} 847}
808 848
809/* 849void
810 * free_object() frees everything allocated by an object, removes 850object::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{ 851{
821 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])
822 return; 862 return;
823 863
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
825 remove_friendly_object (this);
826 865
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
828 remove ();
829 867
830 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
831 869
832 if (more) 870 destroy_inv (true);
833 { 871 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 }
879 872
880 // hack to ensure that freed objects still have a valid map 873 // hack to ensure that freed objects still have a valid map
881 { 874 {
882 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
883 876
887 880
888 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 882 freed_map->width = 3;
890 freed_map->height = 3; 883 freed_map->height = 3;
891 884
892 freed_map->allocate (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
893 } 887 }
894 888
895 map = freed_map; 889 map = freed_map;
896 x = 1; 890 x = 1;
897 y = 1; 891 y = 1;
898 } 892 }
899 893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
900 // clear those pointers that likely might have circular references to us 902 // clear those pointers that likely might have circular references to us
901 owner = 0; 903 owner = 0;
902 enemy = 0; 904 enemy = 0;
903 attacked_by = 0; 905 attacked_by = 0;
904 906
905 // only relevant for players(?), but make sure of it anyways 907 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 908 contr = 0;
909}
907 910
908 /* Remove object from the active list */ 911void
909 speed = 0; 912object::destroy (bool destroy_inventory)
910 update_ob_speed (this); 913{
914 if (destroyed ())
915 return;
911 916
912 unlink (); 917 if (destroy_inventory)
918 destroy_inv (false);
913 919
914 mortals.push_back (this); 920 attachable::destroy ();
915} 921}
916 922
917/* 923/*
918 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
919 * 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)).
943object::remove () 949object::remove ()
944{ 950{
945 object *tmp, *last = 0; 951 object *tmp, *last = 0;
946 object *otmp; 952 object *otmp;
947 953
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 955 return;
952 956
953 SET_FLAG (this, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
954 959
955 if (more) 960 if (more)
956 more->remove (); 961 more->remove ();
957 962
958 /* 963 /*
971 * to save cpu time. 976 * to save cpu time.
972 */ 977 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 979 otmp->update_stats ();
975 980
976 if (above != NULL) 981 if (above)
977 above->below = below; 982 above->below = below;
978 else 983 else
979 env->inv = below; 984 env->inv = below;
980 985
981 if (below != NULL) 986 if (below)
982 below->above = above; 987 below->above = above;
983 988
984 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
985 * 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
986 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
990 above = 0, below = 0; 995 above = 0, below = 0;
991 env = 0; 996 env = 0;
992 } 997 }
993 else if (map) 998 else if (map)
994 { 999 {
995 /* Re did the following section of code - it looks like it had 1000 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
998 1007
999 /* link the object above us */ 1008 /* link the object above us */
1000 if (above) 1009 if (above)
1001 above->below = below; 1010 above->below = below;
1002 else 1011 else
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1030 LOG (llevError, "%s\n", dump);
1022 free (dump); 1031 free (dump);
1023 } 1032 }
1024 1033
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1035 }
1027 1036
1028 above = 0; 1037 above = 0;
1029 below = 0; 1038 below = 0;
1030 1039
1031 if (map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1032 return; 1041 return;
1033 1042
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1044
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 1046 {
1038 /* 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
1039 * being removed. 1048 * being removed.
1040 */ 1049 */
1041 1050
1045 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1046 * appropriately. 1055 * appropriately.
1047 */ 1056 */
1048 if (tmp->container == this) 1057 if (tmp->container == this)
1049 { 1058 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1060 tmp->container = 0;
1052 } 1061 }
1053 1062
1063 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1064 tmp->contr->ns->floorbox_update ();
1055 } 1065 }
1056 1066
1057 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1058 if (check_walk_off 1068 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1071 {
1062 move_apply (tmp, this, 0); 1072 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1074 if (destroyed ())
1065 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 ());
1066 } 1076 }
1067 1077
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1071 tmp->above = 0; 1081 tmp->above = 0;
1072 1082
1073 last = tmp; 1083 last = tmp;
1074 } 1084 }
1075 1085
1076 /* 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?
1077 if (!last) 1088 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1089 map->at (x, y).flags_ = 0;
1079 else 1090 else
1080 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1081 1092
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1084 } 1095 }
1085} 1096}
1086 1097
1087/* 1098/*
1096merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1097{ 1108{
1098 if (!op->nrof) 1109 if (!op->nrof)
1099 return 0; 1110 return 0;
1100 1111
1101 if (top == NULL) 1112 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1103 1115
1104 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1105 { 1117 {
1106 if (top == op) 1118 if (top == op)
1107 continue; 1119 continue;
1108 1120
1109 if (object::can_merge (op, top)) 1121 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1126 */ 1138 */
1127object * 1139object *
1128insert_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)
1129{ 1141{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1143 {
1137 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1139 } 1146 }
1140 1147
1159 * Return value: 1166 * Return value:
1160 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1169 * just 'op' otherwise
1163 */ 1170 */
1164
1165object * 1171object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1173{
1168 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1175 sint16 x, y;
1172 { 1178 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1180 return NULL;
1175 } 1181 }
1176 1182
1177 if (m == NULL) 1183 if (!m)
1178 { 1184 {
1179 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1180 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);
1181 free (dump); 1187 free (dump);
1182 return op; 1188 return op;
1203 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);
1204 free (dump); 1210 free (dump);
1205 return op; 1211 return op;
1206 } 1212 }
1207 1213
1208 if (op->more != NULL) 1214 if (op->more)
1209 { 1215 {
1210 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1211 1217
1212 object *more = op->more; 1218 object *more = op->more;
1213 1219
1214 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1215 * 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
1216 * 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
1217 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1218 */ 1224 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1227 else if (!more->map)
1222 { 1228 {
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1236 {
1231 if (!op->head) 1237 if (!op->head)
1232 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");
1233 1239
1234 return NULL; 1240 return 0;
1235 } 1241 }
1236 } 1242 }
1237 1243
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1245
1246 y = op->y; 1252 y = op->y;
1247 1253
1248 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1249 */ 1255 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1251 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)
1252 if (object::can_merge (op, tmp)) 1258 if (object::can_merge (op, tmp))
1253 { 1259 {
1254 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1261 tmp->destroy ();
1256 } 1262 }
1273 op->below = originator->below; 1279 op->below = originator->below;
1274 1280
1275 if (op->below) 1281 if (op->below)
1276 op->below->above = op; 1282 op->below->above = op;
1277 else 1283 else
1278 op->ms ().bottom = op; 1284 op->ms ().bot = op;
1279 1285
1280 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1281 originator->below = op; 1287 originator->below = op;
1282 } 1288 }
1283 else 1289 else
1284 { 1290 {
1285 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1286 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))
1287 { 1293 {
1288 object *last = NULL; 1294 object *last = 0;
1289 1295
1290 /* 1296 /*
1291 * 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.
1292 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1293 * 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
1297 * 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
1298 * 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
1299 * 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
1300 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1301 */ 1307 */
1302
1303 while (top != NULL) 1308 while (top)
1304 { 1309 {
1305 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))
1306 floor = top; 1311 floor = top;
1307 1312
1308 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))
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 1367
1363 if (op->above) 1368 if (op->above)
1364 op->above->below = op; 1369 op->above->below = op;
1365 1370
1366 op->below = NULL; 1371 op->below = 0;
1367 op->ms ().bottom = op; 1372 op->ms ().bot = op;
1368 } 1373 }
1369 else 1374 else
1370 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1371 op->above = top->above; 1376 op->above = top->above;
1372 1377
1375 1380
1376 op->below = top; 1381 op->below = top;
1377 top->above = op; 1382 top->above = op;
1378 } 1383 }
1379 1384
1380 if (op->above == NULL) 1385 if (!op->above)
1381 op->ms ().top = op; 1386 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1383 1388
1384 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1385 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;
1386 1397
1387 /* 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
1388 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1389 */ 1400 */
1390 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1402 if (object *pl = op->ms ().player ())
1403 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1404 pl->contr->ns->floorbox_update ();
1393 1405
1394 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1398 * 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 -
1399 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1413 * of effect may be sufficient.
1402 */ 1414 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1405 1417
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1420
1421 INVOKE_OBJECT (INSERT, op);
1408 1422
1409 /* 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,
1410 * we want to have floorbox_update called before calling this. 1424 * we want to have floorbox_update called before calling this.
1411 * 1425 *
1412 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1417 1431
1418 /* 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 */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1434 {
1421 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1422 return NULL; 1436 return 0;
1423 1437
1424 /* 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
1425 * walk on's. 1439 * walk on's.
1426 */ 1440 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1429 return NULL; 1443 return 0;
1430 } 1444 }
1431 1445
1432 return op; 1446 return op;
1433} 1447}
1434 1448
1441{ 1455{
1442 object *tmp, *tmp1; 1456 object *tmp, *tmp1;
1443 1457
1444 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1445 1459
1446 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)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1462 tmp->destroy ();
1449 1463
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1465
1452 tmp1->x = op->x; 1466 tmp1->x = op->x;
1453 tmp1->y = op->y; 1467 tmp1->y = op->y;
1454 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);
1455} 1475}
1456 1476
1457/* 1477/*
1458 * 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
1459 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1460 * 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).
1461 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1482 * global static errmsg array.
1463 */ 1483 */
1464
1465object * 1484object *
1466get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1467{ 1486{
1468 object *newob; 1487 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 if ((op->glow_radius != 0) && map) 1711 if ((op->glow_radius != 0) && map)
1693 { 1712 {
1694#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1695 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);
1696#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1716 if (map->darkness)
1698 update_all_los (map, x, y); 1717 update_all_los (map, x, y);
1699 } 1718 }
1700 1719
1701 /* 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.
1702 * It sure simplifies this function... 1721 * It sure simplifies this function...
1707 { 1726 {
1708 op->below = inv; 1727 op->below = inv;
1709 op->below->above = op; 1728 op->below->above = op;
1710 inv = op; 1729 inv = op;
1711 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1712 1733
1713 return op; 1734 return op;
1714} 1735}
1715 1736
1716/* 1737/*
1731 * 1752 *
1732 * 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
1733 * 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
1734 * on top. 1755 * on top.
1735 */ 1756 */
1736
1737int 1757int
1738check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1739{ 1759{
1740 object *tmp; 1760 object *tmp;
1741 maptile *m = op->map; 1761 maptile *m = op->map;
1768 1788
1769 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1771 */ 1791 */
1772 1792
1773 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)
1774 { 1794 {
1775 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1776 * 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,
1777 * we don't need to check all of them. 1797 * we don't need to check all of them.
1778 */ 1798 */
1833/* 1853/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1837 */ 1857 */
1838
1839object * 1858object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1860{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1846 { 1862 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1864 return NULL;
1849 } 1865 }
1850 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)
1851 if (tmp->arch == at) 1868 if (tmp->arch == at)
1852 return tmp; 1869 return tmp;
1870
1853 return NULL; 1871 return NULL;
1854} 1872}
1855 1873
1856/* 1874/*
1857 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1860 */ 1878 */
1861
1862object * 1879object *
1863present (unsigned char type, maptile *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
1864{ 1881{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
1869 { 1883 {
1870 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1885 return NULL;
1872 } 1886 }
1873 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)
1874 if (tmp->type == type) 1889 if (tmp->type == type)
1875 return tmp; 1890 return tmp;
1891
1876 return NULL; 1892 return NULL;
1877} 1893}
1878 1894
1879/* 1895/*
1880 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1883 */ 1899 */
1884
1885object * 1900object *
1886present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
1887{ 1902{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1904 if (tmp->type == type)
1893 return tmp; 1905 return tmp;
1906
1894 return NULL; 1907 return NULL;
1895} 1908}
1896 1909
1897/* 1910/*
1898 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
1906 * 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
1907 * 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
1908 * 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
1909 * to be unique. 1922 * to be unique.
1910 */ 1923 */
1911
1912object * 1924object *
1913present_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)
1914{ 1926{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1929 return tmp;
1922 } 1930
1923 return NULL; 1931 return 0;
1924} 1932}
1925 1933
1926/* 1934/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1930 */ 1938 */
1931
1932object * 1939object *
1933present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
1934{ 1941{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1943 if (tmp->arch == at)
1940 return tmp; 1944 return tmp;
1945
1941 return NULL; 1946 return NULL;
1942} 1947}
1943 1948
1944/* 1949/*
1945 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
1946 */ 1951 */
1947void 1952void
1948flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
1949{ 1954{
1950 object *
1951 tmp;
1952
1953 if (op->inv) 1955 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 { 1957 {
1956 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
1958 } 1960 }
1959} /* 1961}
1962
1963/*
1960 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1961 */ 1965 */
1962void 1966void
1963unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
1964{ 1968{
1965 object *
1966 tmp;
1967
1968 if (op->inv) 1969 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1971 {
1971 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1973 } 1974 }
1974} 1975}
1977 * 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
1978 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
1979 * 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
1980 * 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.
1981 */ 1982 */
1982
1983void 1983void
1984set_cheat (object *op) 1984set_cheat (object *op)
1985{ 1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2006 * 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
2007 * 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
2008 * 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
2009 * customized, changed states, etc. 2009 * customized, changed states, etc.
2010 */ 2010 */
2011
2012int 2011int
2013find_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)
2014{ 2013{
2015 int
2016 i,
2017 index = 0, flag; 2014 int index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2020 2016
2021 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2022 { 2018 {
2023 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]);
2024 if (!flag) 2020 if (!flag)
2025 altern[index++] = i; 2021 altern [index++] = i;
2026 2022
2027 /* 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.
2028 * 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.
2029 * 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 -
2030 * 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
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2048 * 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.
2049 * 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.
2050 */ 2046 */
2051
2052int 2047int
2053find_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)
2054{ 2049{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 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]))
2061 return i; 2052 return i;
2062 } 2053
2063 return -1; 2054 return -1;
2064} 2055}
2065 2056
2066/* 2057/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2061 */
2070static void 2062static void
2071permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2072{ 2064{
2073 int 2065 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2066 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2067
2084 tmp = arr[i]; 2068 while (--end)
2085 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2070}
2089 2071
2090/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2092 * 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
2095 * 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.
2096 */ 2078 */
2097void 2079void
2098get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2099{ 2081{
2100 int 2082 int i;
2101 i;
2102 2083
2103 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2085 search_arr[i] = i;
2106 }
2107 2086
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2090}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * 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
2122 * 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
2123 * there is capable of. 2102 * there is capable of.
2124 */ 2103 */
2125
2126int 2104int
2127find_dir (maptile *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2106{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2132 2108
2133 sint16 nx, ny; 2109 sint16 nx, ny;
2134 object * 2110 object *tmp;
2135 tmp;
2136 maptile * 2111 maptile *mp;
2137 mp;
2138 2112
2139 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2140 2114
2141 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2142 { 2116 {
2159 2133
2160 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2135 max = maxfree[i];
2162 else 2136 else
2163 { 2137 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2165 2141
2166 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2143 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2169 { 2145 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2172 break; 2149 break;
2173 2150
2174 if (tmp) 2151 if (tmp)
2175 return freedir[i]; 2152 return freedir[i];
2176 } 2153 }
2182 2159
2183/* 2160/*
2184 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2162 * distance between the two given objects.
2186 */ 2163 */
2187
2188int 2164int
2189distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2190{ 2166{
2191 int i;
2192
2193 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);
2194 return i;
2195} 2168}
2196 2169
2197/* 2170/*
2198 * 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
2199 * 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
2200 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2201 */ 2174 */
2202
2203int 2175int
2204find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2205{ 2177{
2206 int q; 2178 int q;
2207 2179
2246int 2218int
2247absdir (int d) 2219absdir (int d)
2248{ 2220{
2249 while (d < 1) 2221 while (d < 1)
2250 d += 8; 2222 d += 8;
2223
2251 while (d > 8) 2224 while (d > 8)
2252 d -= 8; 2225 d -= 8;
2226
2253 return d; 2227 return d;
2254} 2228}
2255 2229
2256/* 2230/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2259 */ 2233 */
2260 2234
2261int 2235int
2262dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2263{ 2237{
2264 int 2238 int d;
2265 d;
2266 2239
2267 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2268 if (d > 4) 2241 if (d > 4)
2269 d = 8 - d; 2242 d = 8 - d;
2243
2270 return d; 2244 return d;
2271} 2245}
2272 2246
2273/* peterm: 2247/* peterm:
2274 * 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.
2277 * 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
2278 * 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.
2279 * 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
2280 * functions. 2254 * functions.
2281 */ 2255 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2439/* 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 */
2440/* 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, */
2441/* 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. */
2442/* 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. */
2443/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2444
2445object * 2416object *
2446load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2447{ 2418{
2448 object *op; 2419 object *op;
2449 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2479 * returns NULL if no match. 2450 * returns NULL if no match.
2480 */ 2451 */
2481object * 2452object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2454{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2457 return tmp;
2489 2458
2490 return NULL; 2459 return 0;
2491} 2460}
2492 2461
2493/* 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,
2494 * otherwise return NULL. 2463 * otherwise return NULL.
2495 * 2464 *
2497 * do the desired thing. 2466 * do the desired thing.
2498 */ 2467 */
2499key_value * 2468key_value *
2500get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2501{ 2470{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2472 if (link->key == key)
2506 return link; 2473 return link;
2507 2474
2508 return NULL; 2475 return 0;
2509} 2476}
2510 2477
2511/* 2478/*
2512 * 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.
2513 * 2480 *
2553 * Returns TRUE on success. 2520 * Returns TRUE on success.
2554 */ 2521 */
2555int 2522int
2556set_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)
2557{ 2524{
2558 key_value *
2559 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2560 2526
2561 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2528 {
2563 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2564 { 2530 {
2592 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2593 2559
2594 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2595 2561
2596 if (!add_key) 2562 if (!add_key)
2597 {
2598 return FALSE; 2563 return FALSE;
2599 } 2564
2600 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2604 * should pass in "" 2569 * should pass in ""
2653 } 2618 }
2654 else 2619 else
2655 item = item->env; 2620 item = item->env;
2656} 2621}
2657 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
2658// 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
2659const char * 2653const char *
2660object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2661{ 2655{
2656 char flagdesc[512];
2662 char info2[256 * 3]; 2657 char info2[256 * 4];
2663 char *p = info; 2658 char *p = info;
2664 2659
2665 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}",
2666 count, 2661 count, uuid.seq,
2667 &name, 2662 &name,
2668 title ? " " : "", 2663 title ? "\",title:" : "",
2669 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2670 2666
2671 if (env) 2667 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2669
2674 if (map) 2670 if (map)
2675 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);
2676 2672
2677 return info; 2673 return info;
2678} 2674}
2679 2675
2680const char * 2676const char *
2681object::debug_desc () const 2677object::debug_desc () const
2682{ 2678{
2683 static char info[256 * 3]; 2679 static char info[256 * 4];
2684 return debug_desc (info); 2680 return debug_desc (info);
2685} 2681}
2686 2682

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