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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 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
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 ();
595
596 active_objects = op;
597 }
598 else 570 else
599 { 571 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} 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
705 return; 624 return;
706 } 625 }
707 626
708 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
709 628
710 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 630 /* nop */;
712 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
713 { 632 {
714 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 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 643 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 644 * to have move_allow right now.
726 */ 645 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((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) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
730 } 649 }
731 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 652 * that is being removed.
734 */ 653 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
739 else 658 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
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
748object *object::first; 665object *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}
761 666
762object::object () 667object::object ()
763{ 668{
764 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
765 670
797 702
798 prev = 0; 703 prev = 0;
799 next = 0; 704 next = 0;
800} 705}
801 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
802object *object::create () 831object *object::create ()
803{ 832{
804 object *op = new object; 833 object *op = new object;
805 op->link (); 834 op->link ();
806 return op; 835 return op;
807} 836}
808 837
809/* 838void
810 * free_object() frees everything allocated by an object, removes 839object::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{ 840{
821 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
822 return; 851 return;
823 852
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
825 remove_friendly_object (this);
826 854
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
828 remove ();
829 856
830 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
831 858
832 if (more) 859 destroy_inv (true);
833 { 860 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 }
879 861
880 // hack to ensure that freed objects still have a valid map 862 // hack to ensure that freed objects still have a valid map
881 { 863 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 864 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 865
887 869
888 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 871 freed_map->width = 3;
890 freed_map->height = 3; 872 freed_map->height = 3;
891 873
892 freed_map->allocate (); 874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
893 } 876 }
894 877
895 map = freed_map; 878 map = freed_map;
896 x = 1; 879 x = 1;
897 y = 1; 880 y = 1;
898 } 881 }
899 882
883 head = 0;
884
885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
900 // clear those pointers that likely might have circular references to us 891 // clear those pointers that likely might have circular references to us
901 owner = 0; 892 owner = 0;
902 enemy = 0; 893 enemy = 0;
903 attacked_by = 0; 894 attacked_by = 0;
904 895
905 // only relevant for players(?), but make sure of it anyways 896 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 897 contr = 0;
898}
907 899
908 /* Remove object from the active list */ 900void
909 speed = 0; 901object::destroy (bool destroy_inventory)
910 update_ob_speed (this); 902{
903 if (destroyed ())
904 return;
911 905
912 unlink (); 906 if (destroy_inventory)
907 destroy_inv (false);
913 908
914 mortals.push_back (this); 909 attachable::destroy ();
915} 910}
916 911
917/* 912/*
918 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
943object::remove () 938object::remove ()
944{ 939{
945 object *tmp, *last = 0; 940 object *tmp, *last = 0;
946 object *otmp; 941 object *otmp;
947 942
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 944 return;
952 945
953 SET_FLAG (this, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
954 948
955 if (more) 949 if (more)
956 more->remove (); 950 more->remove ();
957 951
958 /* 952 /*
971 * to save cpu time. 965 * to save cpu time.
972 */ 966 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 968 otmp->update_stats ();
975 969
976 if (above != NULL) 970 if (above)
977 above->below = below; 971 above->below = below;
978 else 972 else
979 env->inv = below; 973 env->inv = below;
980 974
981 if (below != NULL) 975 if (below)
982 below->above = above; 976 below->above = above;
983 977
984 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
990 above = 0, below = 0; 984 above = 0, below = 0;
991 env = 0; 985 env = 0;
992 } 986 }
993 else if (map) 987 else if (map)
994 { 988 {
995 /* Re did the following section of code - it looks like it had 989 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
998 996
999 /* link the object above us */ 997 /* link the object above us */
1000 if (above) 998 if (above)
1001 above->below = below; 999 above->below = below;
1002 else 1000 else
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1019 LOG (llevError, "%s\n", dump);
1022 free (dump); 1020 free (dump);
1023 } 1021 }
1024 1022
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1024 }
1027 1025
1028 above = 0; 1026 above = 0;
1029 below = 0; 1027 below = 0;
1030 1028
1031 if (map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1032 return; 1030 return;
1033 1031
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1033
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 1035 {
1038 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1039 * being removed. 1037 * being removed.
1040 */ 1038 */
1041 1039
1045 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1046 * appropriately. 1044 * appropriately.
1047 */ 1045 */
1048 if (tmp->container == this) 1046 if (tmp->container == this)
1049 { 1047 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1049 tmp->container = 0;
1052 } 1050 }
1053 1051
1052 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1053 tmp->contr->ns->floorbox_update ();
1055 } 1054 }
1056 1055
1057 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1058 if (check_walk_off 1057 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1058 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1060 {
1062 move_apply (tmp, this, 0); 1061 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1063 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1065 }
1067 1066
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1071 tmp->above = 0; 1070 tmp->above = 0;
1072 1071
1073 last = tmp; 1072 last = tmp;
1074 } 1073 }
1075 1074
1076 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1077 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1078 map->at (x, y).flags_ = 0;
1079 else 1079 else
1080 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1081 1081
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1084 } 1084 }
1085} 1085}
1086 1086
1087/* 1087/*
1096merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1097{ 1097{
1098 if (!op->nrof) 1098 if (!op->nrof)
1099 return 0; 1099 return 0;
1100 1100
1101 if (top == NULL) 1101 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1103 1104
1104 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1105 { 1106 {
1106 if (top == op) 1107 if (top == op)
1107 continue; 1108 continue;
1108 1109
1109 if (object::can_merge (op, top)) 1110 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1126 */ 1127 */
1127object * 1128object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1130{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1132 {
1137 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1139 } 1135 }
1140 1136
1159 * Return value: 1155 * Return value:
1160 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1158 * just 'op' otherwise
1163 */ 1159 */
1164
1165object * 1160object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1162{
1168 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1164 sint16 x, y;
1172 { 1167 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1169 return NULL;
1175 } 1170 }
1176 1171
1177 if (m == NULL) 1172 if (!m)
1178 { 1173 {
1179 char *dump = dump_object (op); 1174 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1176 free (dump);
1182 return op; 1177 return op;
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump); 1199 free (dump);
1205 return op; 1200 return op;
1206 } 1201 }
1207 1202
1208 if (op->more != NULL) 1203 if (op->more)
1209 { 1204 {
1210 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1211 1206
1212 object *more = op->more; 1207 object *more = op->more;
1213 1208
1214 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1215 * we set the map, that doesn't work if the location is within 1210 * 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 1211 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1218 */ 1213 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1216 else if (!more->map)
1222 { 1217 {
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1225 {
1231 if (!op->head) 1226 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1228
1234 return NULL; 1229 return 0;
1235 } 1230 }
1236 } 1231 }
1237 1232
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1234
1246 y = op->y; 1241 y = op->y;
1247 1242
1248 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1249 */ 1244 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1247 if (object::can_merge (op, tmp))
1253 { 1248 {
1254 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1250 tmp->destroy ();
1256 } 1251 }
1273 op->below = originator->below; 1268 op->below = originator->below;
1274 1269
1275 if (op->below) 1270 if (op->below)
1276 op->below->above = op; 1271 op->below->above = op;
1277 else 1272 else
1278 op->ms ().bottom = op; 1273 op->ms ().bot = op;
1279 1274
1280 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1281 originator->below = op; 1276 originator->below = op;
1282 } 1277 }
1283 else 1278 else
1284 { 1279 {
1285 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 { 1282 {
1288 object *last = NULL; 1283 object *last = 0;
1289 1284
1290 /* 1285 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1288 * 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 1292 * 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 1293 * 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 1294 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1301 */ 1296 */
1302
1303 while (top != NULL) 1297 while (top)
1304 { 1298 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1300 floor = top;
1307 1301
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 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); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 1356
1363 if (op->above) 1357 if (op->above)
1364 op->above->below = op; 1358 op->above->below = op;
1365 1359
1366 op->below = NULL; 1360 op->below = 0;
1367 op->ms ().bottom = op; 1361 op->ms ().bot = op;
1368 } 1362 }
1369 else 1363 else
1370 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1371 op->above = top->above; 1365 op->above = top->above;
1372 1366
1375 1369
1376 op->below = top; 1370 op->below = top;
1377 top->above = op; 1371 top->above = op;
1378 } 1372 }
1379 1373
1380 if (op->above == NULL) 1374 if (!op->above)
1381 op->ms ().top = op; 1375 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1383 1377
1384 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1385 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1386 1386
1387 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1389 */ 1389 */
1390 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1391 if (object *pl = op->ms ().player ())
1392 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1393 pl->contr->ns->floorbox_update ();
1393 1394
1394 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1402 * of effect may be sufficient.
1402 */ 1403 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1405 1406
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1409
1410 INVOKE_OBJECT (INSERT, op);
1408 1411
1409 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1413 * we want to have floorbox_update called before calling this.
1411 * 1414 *
1412 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1417 1420
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* 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) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1423 {
1421 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1422 return NULL; 1425 return 0;
1423 1426
1424 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1428 * walk on's.
1426 */ 1429 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1429 return NULL; 1432 return 0;
1430 } 1433 }
1431 1434
1432 return op; 1435 return op;
1433} 1436}
1434 1437
1441{ 1444{
1442 object *tmp, *tmp1; 1445 object *tmp, *tmp1;
1443 1446
1444 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1445 1448
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1451 tmp->destroy ();
1449 1452
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1454
1452 tmp1->x = op->x; 1455 tmp1->x = op->x;
1453 tmp1->y = op->y; 1456 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1464}
1456 1465
1457/* 1466/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * 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 1468 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1471 * global static errmsg array.
1463 */ 1472 */
1464
1465object * 1473object *
1466get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1467{ 1475{
1468 object *newob; 1476 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1513
1506object * 1514object *
1507decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1508{ 1516{
1509 object *tmp; 1517 object *tmp;
1510 player *pl;
1511 1518
1512 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1520 return op;
1514 1521
1515 if (i > op->nrof) 1522 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1537 * and then searching the map for a player.
1531 */ 1538 */
1532 if (!tmp) 1539 if (!tmp)
1533 { 1540 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1536 { 1542 {
1537 tmp = pl->ob; 1543 tmp = pl->ob;
1538 break; 1544 break;
1539 } 1545 }
1540 }
1541 1546
1542 if (i < op->nrof) 1547 if (i < op->nrof)
1543 { 1548 {
1544 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1550 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1700 if ((op->glow_radius != 0) && map)
1696 { 1701 {
1697#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1705 if (map->darkness)
1701 update_all_los (map, x, y); 1706 update_all_los (map, x, y);
1702 } 1707 }
1703 1708
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1710 * It sure simplifies this function...
1710 { 1715 {
1711 op->below = inv; 1716 op->below = inv;
1712 op->below->above = op; 1717 op->below->above = op;
1713 inv = op; 1718 inv = op;
1714 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1715 1722
1716 return op; 1723 return op;
1717} 1724}
1718 1725
1719/* 1726/*
1734 * 1741 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * 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 1743 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1744 * on top.
1738 */ 1745 */
1739
1740int 1746int
1741check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1742{ 1748{
1743 object *tmp; 1749 object *tmp;
1744 maptile *m = op->map; 1750 maptile *m = op->map;
1771 1777
1772 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1774 */ 1780 */
1775 1781
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1783 {
1778 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1786 * we don't need to check all of them.
1781 */ 1787 */
1836/* 1842/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1840 */ 1846 */
1841
1842object * 1847object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1849{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
1849 { 1851 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1853 return NULL;
1852 } 1854 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1857 if (tmp->arch == at)
1855 return tmp; 1858 return tmp;
1859
1856 return NULL; 1860 return NULL;
1857} 1861}
1858 1862
1859/* 1863/*
1860 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
1863 */ 1867 */
1864
1865object * 1868object *
1866present (unsigned char type, maptile *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
1867{ 1870{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
1872 { 1872 {
1873 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1874 return NULL;
1875 } 1875 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1878 if (tmp->type == type)
1878 return tmp; 1879 return tmp;
1880
1879 return NULL; 1881 return NULL;
1880} 1882}
1881 1883
1882/* 1884/*
1883 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1886 */ 1888 */
1887
1888object * 1889object *
1889present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
1890{ 1891{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1893 if (tmp->type == type)
1896 return tmp; 1894 return tmp;
1895
1897 return NULL; 1896 return NULL;
1898} 1897}
1899 1898
1900/* 1899/*
1901 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1908 * 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 1909 * 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 1910 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1911 * to be unique.
1913 */ 1912 */
1914
1915object * 1913object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1915{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1918 return tmp;
1925 } 1919
1926 return NULL; 1920 return 0;
1927} 1921}
1928 1922
1929/* 1923/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1933 */ 1927 */
1934
1935object * 1928object *
1936present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
1937{ 1930{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1932 if (tmp->arch == at)
1943 return tmp; 1933 return tmp;
1934
1944 return NULL; 1935 return NULL;
1945} 1936}
1946 1937
1947/* 1938/*
1948 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
1949 */ 1940 */
1950void 1941void
1951flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
1952{ 1943{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1944 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1946 {
1959 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1961 } 1949 }
1962} /* 1950}
1951
1952/*
1963 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1964 */ 1954 */
1965void 1955void
1966unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1967{ 1957{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1958 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1960 {
1974 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
1976 } 1963 }
1977} 1964}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1969 * 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. 1970 * him/her-self and all object carried by a call to this function.
1984 */ 1971 */
1985
1986void 1972void
1987set_cheat (object *op) 1973set_cheat (object *op)
1988{ 1974{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * 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 1996 * 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 1997 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1998 * customized, changed states, etc.
2013 */ 1999 */
2014
2015int 2000int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 2002{
2018 int
2019 i,
2020 index = 0, flag; 2003 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2023 2005
2024 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2025 { 2007 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 2009 if (!flag)
2028 altern[index++] = i; 2010 altern [index++] = i;
2029 2011
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* 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. 2013 * 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 - 2014 * 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 2015 * 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 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2033 * 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. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2035 */
2054
2055int 2036int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2038{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2041 return i;
2065 } 2042
2066 return -1; 2043 return -1;
2067} 2044}
2068 2045
2069/* 2046/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2050 */
2073static void 2051static void
2074permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2075{ 2053{
2076 int 2054 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2055 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2056
2087 tmp = arr[i]; 2057 while (--end)
2088 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2059}
2092 2060
2093/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2062 * 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 2063 * 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. 2066 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2067 */
2100void 2068void
2101get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2102{ 2070{
2103 int 2071 int i;
2104 i;
2105 2072
2106 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2074 search_arr[i] = i;
2109 }
2110 2075
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2079}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * 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 2089 * 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 2090 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2091 * there is capable of.
2127 */ 2092 */
2128
2129int 2093int
2130find_dir (maptile *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2095{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2135 2097
2136 sint16 nx, ny; 2098 sint16 nx, ny;
2137 object * 2099 object *tmp;
2138 tmp;
2139 maptile * 2100 maptile *mp;
2140 mp;
2141 2101
2142 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2143 2103
2144 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2145 { 2105 {
2162 2122
2163 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2124 max = maxfree[i];
2165 else 2125 else
2166 { 2126 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2168 2130
2169 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2132 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2172 { 2134 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2135 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))) 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2138 break;
2176 2139
2177 if (tmp) 2140 if (tmp)
2178 return freedir[i]; 2141 return freedir[i];
2179 } 2142 }
2185 2148
2186/* 2149/*
2187 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2151 * distance between the two given objects.
2189 */ 2152 */
2190
2191int 2153int
2192distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2193{ 2155{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2157}
2199 2158
2200/* 2159/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * 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 2161 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2204 */ 2163 */
2205
2206int 2164int
2207find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2208{ 2166{
2209 int q; 2167 int q;
2210 2168
2249int 2207int
2250absdir (int d) 2208absdir (int d)
2251{ 2209{
2252 while (d < 1) 2210 while (d < 1)
2253 d += 8; 2211 d += 8;
2212
2254 while (d > 8) 2213 while (d > 8)
2255 d -= 8; 2214 d -= 8;
2215
2256 return d; 2216 return d;
2257} 2217}
2258 2218
2259/* 2219/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2222 */
2263 2223
2264int 2224int
2265dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2266{ 2226{
2267 int 2227 int d;
2268 d;
2269 2228
2270 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2271 if (d > 4) 2230 if (d > 4)
2272 d = 8 - d; 2231 d = 8 - d;
2232
2273 return d; 2233 return d;
2274} 2234}
2275 2235
2276/* peterm: 2236/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * 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 2240 * 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. 2241 * 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 2242 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2243 * functions.
2284 */ 2244 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2400/* 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, */ 2401/* 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. */ 2402/* 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. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2405object *
2449load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2450{ 2407{
2451 object *op; 2408 object *op;
2452 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2482 * returns NULL if no match. 2439 * returns NULL if no match.
2483 */ 2440 */
2484object * 2441object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2443{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2446 return tmp;
2492 2447
2493 return NULL; 2448 return 0;
2494} 2449}
2495 2450
2496/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2452 * otherwise return NULL.
2498 * 2453 *
2500 * do the desired thing. 2455 * do the desired thing.
2501 */ 2456 */
2502key_value * 2457key_value *
2503get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2504{ 2459{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2461 if (link->key == key)
2509 return link; 2462 return link;
2510 2463
2511 return NULL; 2464 return 0;
2512} 2465}
2513 2466
2514/* 2467/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2469 *
2556 * Returns TRUE on success. 2509 * Returns TRUE on success.
2557 */ 2510 */
2558int 2511int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2513{
2561 key_value *
2562 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2563 2515
2564 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2517 {
2566 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2567 { 2519 {
2595 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2596 2548
2597 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2598 2550
2599 if (!add_key) 2551 if (!add_key)
2600 {
2601 return FALSE; 2552 return FALSE;
2602 } 2553
2603 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2607 * should pass in "" 2558 * should pass in ""
2656 } 2607 }
2657 else 2608 else
2658 item = item->env; 2609 item = item->env;
2659} 2610}
2660 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2661// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2662const char * 2642const char *
2663object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2664{ 2644{
2645 char flagdesc[512];
2665 char info2[256 * 3]; 2646 char info2[256 * 4];
2666 char *p = info; 2647 char *p = info;
2667 2648
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2669 count, 2650 count, uuid.seq,
2670 &name, 2651 &name,
2671 title ? " " : "", 2652 title ? "\",title:" : "",
2672 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2673 2655
2674 if (env) 2656 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2658
2677 if (map) 2659 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2661
2680 return info; 2662 return info;
2681} 2663}
2682 2664
2683const char * 2665const char *
2684object::debug_desc () const 2666object::debug_desc () const
2685{ 2667{
2686 static char info[256 * 3]; 2668 static char info[256 * 4];
2687 return debug_desc (info); 2669 return debug_desc (info);
2688} 2670}
2689 2671

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines