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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 1.118 by root, Thu Jan 18 19:42:09 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* 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 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
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;
487 486
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490
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)
495 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
496 492
497 if (speed < 0) 493 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
499 495
500 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
501 if (key_values) 497 if (key_values)
502 { 498 {
503 key_value *tail = 0; 499 key_value *tail = 0;
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;
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
762object::object () 665object::object ()
763{ 666{
764 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
765 668
766 expmul = 1.0; 669 expmul = 1.0;
770object::~object () 673object::~object ()
771{ 674{
772 free_key_values (this); 675 free_key_values (this);
773} 676}
774 677
678static int object_count;
679
775void object::link () 680void object::link ()
776{ 681{
777 count = ++ob_count; 682 assert (!index);//D
778 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
779 685
780 prev = 0; 686 refcnt_inc ();
781 next = object::first; 687 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 688}
788 689
789void object::unlink () 690void object::unlink ()
790{ 691{
791 if (this == object::first) 692 assert (index);//D
792 object::first = next; 693 objects.erase (this);
694 refcnt_dec ();
695}
793 696
794 /* Remove this object from the list of used objects */ 697void
795 if (prev) prev->next = next; 698object::activate ()
796 if (next) next->prev = prev; 699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
797 703
798 prev = 0; 704 if (has_active_speed ())
799 next = 0; 705 actives.insert (this);
706}
707
708void
709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752}
753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
800} 801}
801 802
802object *object::create () 803object *object::create ()
803{ 804{
804 object *op = new object; 805 object *op = new object;
805 op->link (); 806 op->link ();
806 return op; 807 return op;
807} 808}
808 809
809/* 810void
810 * free_object() frees everything allocated by an object, removes 811object::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{ 812{
821 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
822 return;
823 814
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 819 remove_friendly_object (this);
826 820
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 if (!flag [FLAG_REMOVED])
828 remove (); 822 remove ();
829 823
830 SET_FLAG (this, FLAG_FREED); 824 destroy_inv (true);
831 825
832 if (more) 826 deactivate ();
833 { 827 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 828
838 if (inv) 829 flag [FLAG_FREED] = 1;
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 }
879 830
880 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
881 { 832 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 833 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 834
887 838
888 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 840 freed_map->width = 3;
890 freed_map->height = 3; 841 freed_map->height = 3;
891 842
892 freed_map->allocate (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
893 } 845 }
894 846
895 map = freed_map; 847 map = freed_map;
896 x = 1; 848 x = 1;
897 y = 1; 849 y = 1;
898 } 850 }
899 851
852 head = 0;
853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
859
900 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
901 owner = 0; 861 owner = 0;
902 enemy = 0; 862 enemy = 0;
903 attacked_by = 0; 863 attacked_by = 0;
864}
904 865
905 // only relevant for players(?), but make sure of it anyways 866void
906 contr = 0; 867object::destroy (bool destroy_inventory)
868{
869 if (destroyed ())
870 return;
907 871
908 /* Remove object from the active list */ 872 if (destroy_inventory)
909 speed = 0; 873 destroy_inv (false);
910 update_ob_speed (this);
911 874
912 unlink (); 875 attachable::destroy ();
913
914 mortals.push_back (this);
915} 876}
916 877
917/* 878/*
918 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
938 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
939 * the previous environment. 900 * the previous environment.
940 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
941 */ 902 */
942void 903void
943object::remove () 904object::remove_slow ()
944{ 905{
945 object *tmp, *last = 0; 906 object *tmp, *last = 0;
946 object *otmp; 907 object *otmp;
947 908
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 910 return;
952 911
953 SET_FLAG (this, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
954 914
955 if (more) 915 if (more)
956 more->remove (); 916 more->remove ();
957 917
958 /* 918 /*
971 * to save cpu time. 931 * to save cpu time.
972 */ 932 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 934 otmp->update_stats ();
975 935
976 if (above != NULL) 936 if (above)
977 above->below = below; 937 above->below = below;
978 else 938 else
979 env->inv = below; 939 env->inv = below;
980 940
981 if (below != NULL) 941 if (below)
982 below->above = above; 942 below->above = above;
983 943
984 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
990 above = 0, below = 0; 950 above = 0, below = 0;
991 env = 0; 951 env = 0;
992 } 952 }
993 else if (map) 953 else if (map)
994 { 954 {
995 /* Re did the following section of code - it looks like it had 955 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
962 mapspace &ms = this->ms ();
998 963
999 /* link the object above us */ 964 /* link the object above us */
1000 if (above) 965 if (above)
1001 above->below = below; 966 above->below = below;
1002 else 967 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 968 ms.top = below; /* we were top, set new top */
1004 969
1005 /* Relink the object below us, if there is one */ 970 /* Relink the object below us, if there is one */
1006 if (below) 971 if (below)
1007 below->above = above; 972 below->above = above;
1008 else 973 else
1010 /* Nothing below, which means we need to relink map object for this space 975 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 976 * use translated coordinates in case some oddness with map tiling is
1012 * evident 977 * evident
1013 */ 978 */
1014 if (GET_MAP_OB (map, x, y) != this) 979 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 980 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 981
1025 map->at (x, y).bottom = above; /* goes on above it. */ 982 ms.bot = above; /* goes on above it. */
1026 } 983 }
1027 984
1028 above = 0; 985 above = 0;
1029 below = 0; 986 below = 0;
1030 987
1031 if (map->in_memory == MAP_SAVING) 988 if (map->in_memory == MAP_SAVING)
1032 return; 989 return;
1033 990
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 991 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 992
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 993 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 994 {
1038 /* No point updating the players look faces if he is the object 995 /* No point updating the players look faces if he is the object
1039 * being removed. 996 * being removed.
1040 */ 997 */
1041 998
1045 * removed (most likely destroyed), update the player view 1002 * removed (most likely destroyed), update the player view
1046 * appropriately. 1003 * appropriately.
1047 */ 1004 */
1048 if (tmp->container == this) 1005 if (tmp->container == this)
1049 { 1006 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1007 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1008 tmp->container = 0;
1052 } 1009 }
1053 1010
1011 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1012 tmp->contr->ns->floorbox_update ();
1055 } 1013 }
1056 1014
1057 /* See if player moving off should effect something */ 1015 /* See if object moving off should effect something */
1058 if (check_walk_off 1016 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1017 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1019 {
1062 move_apply (tmp, this, 0); 1020 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1022 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1024 }
1067 1025
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1026 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1027 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1028 if (tmp->above == tmp)
1071 tmp->above = 0; 1029 tmp->above = 0;
1072 1030
1073 last = tmp; 1031 last = tmp;
1074 } 1032 }
1075 1033
1076 /* last == NULL of there are no objects on this space */ 1034 /* last == NULL if there are no objects on this space */
1035 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1036 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1037 map->at (x, y).flags_ = 0;
1079 else 1038 else
1080 update_object (last, UP_OBJ_REMOVE); 1039 update_object (last, UP_OBJ_REMOVE);
1081 1040
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1041 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1042 update_all_los (map, x, y);
1084 } 1043 }
1085} 1044}
1086 1045
1087/* 1046/*
1096merge_ob (object *op, object *top) 1055merge_ob (object *op, object *top)
1097{ 1056{
1098 if (!op->nrof) 1057 if (!op->nrof)
1099 return 0; 1058 return 0;
1100 1059
1101 if (top == NULL) 1060 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1061 for (top = op; top && top->above; top = top->above)
1062 ;
1103 1063
1104 for (; top != NULL; top = top->below) 1064 for (; top; top = top->below)
1105 { 1065 {
1106 if (top == op) 1066 if (top == op)
1107 continue; 1067 continue;
1108 1068
1109 if (object::can_merge (op, top)) 1069 if (object::can_merge (op, top))
1119 1079
1120 return 0; 1080 return 0;
1121} 1081}
1122 1082
1123/* 1083/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1085 * job preparing multi-part monsters.
1126 */ 1086 */
1127object * 1087object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1089{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1091 {
1137 tmp->x = x + tmp->arch->clone.x; 1092 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1093 tmp->y = y + tmp->arch->clone.y;
1139 } 1094 }
1140 1095
1159 * Return value: 1114 * Return value:
1160 * new object if 'op' was merged with other object 1115 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1116 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1117 * just 'op' otherwise
1163 */ 1118 */
1164
1165object * 1119object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1121{
1168 object *tmp, *top, *floor = NULL; 1122 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1123
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1124 if (QUERY_FLAG (op, FLAG_FREED))
1172 { 1125 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1126 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1127 return NULL;
1175 } 1128 }
1176 1129
1177 if (m == NULL) 1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove ();
1134
1135 if (!m)
1178 { 1136 {
1179 char *dump = dump_object (op); 1137 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1139 free (dump);
1182 return op; 1140 return op;
1195#endif 1153#endif
1196 free (dump); 1154 free (dump);
1197 return op; 1155 return op;
1198 } 1156 }
1199 1157
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1158 if (object *more = op->more)
1213 1159 {
1214 /* We really need the caller to normalize coordinates - if
1215 * 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
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1160 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1161 {
1231 if (!op->head) 1162 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1164
1234 return NULL; 1165 return 0;
1235 } 1166 }
1236 } 1167 }
1237 1168
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1169 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1170
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1171 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1172 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1173 * need extra work
1243 */ 1174 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1175 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1176 return 0;
1246 y = op->y; 1177
1178 op->map = m;
1179 mapspace &ms = op->ms ();
1247 1180
1248 /* this has to be done after we translate the coordinates. 1181 /* this has to be done after we translate the coordinates.
1249 */ 1182 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1183 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1184 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1185 if (object::can_merge (op, tmp))
1253 { 1186 {
1254 op->nrof += tmp->nrof; 1187 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1188 tmp->destroy ();
1256 } 1189 }
1273 op->below = originator->below; 1206 op->below = originator->below;
1274 1207
1275 if (op->below) 1208 if (op->below)
1276 op->below->above = op; 1209 op->below->above = op;
1277 else 1210 else
1278 op->ms ().bottom = op; 1211 ms.bot = op;
1279 1212
1280 /* since *below* originator, no need to update top */ 1213 /* since *below* originator, no need to update top */
1281 originator->below = op; 1214 originator->below = op;
1282 } 1215 }
1283 else 1216 else
1284 { 1217 {
1218 top = ms.bot;
1219
1285 /* If there are other objects, then */ 1220 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1221 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1222 {
1288 object *last = NULL; 1223 object *last = 0;
1289 1224
1290 /* 1225 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1226 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1227 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1228 * 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 1232 * 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 1233 * 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 1234 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1235 * that flying non pickable objects are spell objects.
1301 */ 1236 */
1302 1237 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1238 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1240 floor = top;
1307 1241
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1245 top = top->below;
1312 break; 1246 break;
1313 } 1247 }
1314 1248
1315 last = top; 1249 last = top;
1316 top = top->above;
1317 } 1250 }
1318 1251
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1252 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1253 top = last;
1321 1254
1328 * Unless those objects are exits, type 66 1261 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing 1262 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1263 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1264 * stacking is a bit odd.
1332 */ 1265 */
1333 if (!(flag & INS_ON_TOP) && 1266 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1267 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility))
1335 { 1269 {
1336 for (last = top; last != floor; last = last->below) 1270 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1272 break;
1273
1339 /* Check to see if we found the object that blocks view, 1274 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1275 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1276 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1277 * set top to the object below us.
1343 */ 1278 */
1345 top = last->below; 1280 top = last->below;
1346 } 1281 }
1347 } /* If objects on this space */ 1282 } /* If objects on this space */
1348 1283
1349 if (flag & INS_MAP_LOAD) 1284 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1285 top = ms.top;
1351 1286
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1287 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1288 top = floor;
1354 1289
1355 /* Top is the object that our object (op) is going to get inserted above. 1290 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1291 */
1357 1292
1358 /* First object on this space */ 1293 /* First object on this space */
1359 if (!top) 1294 if (!top)
1360 { 1295 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1296 op->above = ms.bot;
1362 1297
1363 if (op->above) 1298 if (op->above)
1364 op->above->below = op; 1299 op->above->below = op;
1365 1300
1366 op->below = NULL; 1301 op->below = 0;
1367 op->ms ().bottom = op; 1302 ms.bot = op;
1368 } 1303 }
1369 else 1304 else
1370 { /* get inserted into the stack above top */ 1305 { /* get inserted into the stack above top */
1371 op->above = top->above; 1306 op->above = top->above;
1372 1307
1375 1310
1376 op->below = top; 1311 op->below = top;
1377 top->above = op; 1312 top->above = op;
1378 } 1313 }
1379 1314
1380 if (op->above == NULL) 1315 if (!op->above)
1381 op->ms ().top = op; 1316 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1317 } /* else not INS_BELOW_ORIGINATOR */
1383 1318
1384 if (op->type == PLAYER) 1319 if (op->type == PLAYER)
1320 {
1385 op->contr->do_los = 1; 1321 op->contr->do_los = 1;
1322 ++op->map->players;
1323 op->map->touch ();
1324 }
1325
1326 op->map->dirty = true;
1386 1327
1387 /* If we have a floor, we know the player, if any, will be above 1328 /* 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. 1329 * it, so save a few ticks and start from there.
1389 */ 1330 */
1390 if (!(flag & INS_MAP_LOAD)) 1331 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1332 if (object *pl = ms.player ())
1333 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1334 pl->contr->ns->floorbox_update ();
1393 1335
1394 /* If this object glows, it may affect lighting conditions that are 1336 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1337 * 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 1338 * 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 1339 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1340 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1341 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1342 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1343 * of effect may be sufficient.
1402 */ 1344 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1345 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1346 update_all_los (op->map, op->x, op->y);
1405 1347
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1348 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1349 update_object (op, UP_OBJ_INSERT);
1350
1351 INVOKE_OBJECT (INSERT, op);
1408 1352
1409 /* Don't know if moving this to the end will break anything. However, 1353 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1354 * we want to have floorbox_update called before calling this.
1411 * 1355 *
1412 * check_move_on() must be after this because code called from 1356 * check_move_on() must be after this because code called from
1417 1361
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1362 /* 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) 1363 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1364 {
1421 if (check_move_on (op, originator)) 1365 if (check_move_on (op, originator))
1422 return NULL; 1366 return 0;
1423 1367
1424 /* If we are a multi part object, lets work our way through the check 1368 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1369 * walk on's.
1426 */ 1370 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1372 if (check_move_on (tmp, originator))
1429 return NULL; 1373 return 0;
1430 } 1374 }
1431 1375
1432 return op; 1376 return op;
1433} 1377}
1434 1378
1441{ 1385{
1442 object *tmp, *tmp1; 1386 object *tmp, *tmp1;
1443 1387
1444 /* first search for itself and remove any old instances */ 1388 /* first search for itself and remove any old instances */
1445 1389
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1392 tmp->destroy ();
1449 1393
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1394 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1395
1452 tmp1->x = op->x; 1396 tmp1->x = op->x;
1453 tmp1->y = op->y; 1397 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1398 insert_ob_in_map (tmp1, op->map, op, 0);
1399}
1400
1401object *
1402object::insert_at (object *where, object *originator, int flags)
1403{
1404 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1405}
1456 1406
1457/* 1407/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1408 * 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 1409 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1410 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1411 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1412 * global static errmsg array.
1463 */ 1413 */
1464
1465object * 1414object *
1466get_split_ob (object *orig_ob, uint32 nr) 1415get_split_ob (object *orig_ob, uint32 nr)
1467{ 1416{
1468 object *newob; 1417 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1418 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 if ((op->glow_radius != 0) && map) 1641 if ((op->glow_radius != 0) && map)
1693 { 1642 {
1694#ifdef DEBUG_LIGHTS 1643#ifdef DEBUG_LIGHTS
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1644 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */ 1645#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1646 if (map->darkness)
1698 update_all_los (map, x, y); 1647 update_all_los (map, x, y);
1699 } 1648 }
1700 1649
1701 /* Client has no idea of ordering so lets not bother ordering it here. 1650 /* Client has no idea of ordering so lets not bother ordering it here.
1702 * It sure simplifies this function... 1651 * It sure simplifies this function...
1707 { 1656 {
1708 op->below = inv; 1657 op->below = inv;
1709 op->below->above = op; 1658 op->below->above = op;
1710 inv = op; 1659 inv = op;
1711 } 1660 }
1661
1662 INVOKE_OBJECT (INSERT, this);
1712 1663
1713 return op; 1664 return op;
1714} 1665}
1715 1666
1716/* 1667/*
1731 * 1682 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1683 * 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 1684 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1685 * on top.
1735 */ 1686 */
1736
1737int 1687int
1738check_move_on (object *op, object *originator) 1688check_move_on (object *op, object *originator)
1739{ 1689{
1740 object *tmp; 1690 object *tmp;
1741 maptile *m = op->map; 1691 maptile *m = op->map;
1768 1718
1769 /* The objects have to be checked from top to bottom. 1719 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1720 * Hence, we first go to the top:
1771 */ 1721 */
1772 1722
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 { 1724 {
1775 /* Trim the search when we find the first other spell effect 1725 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects, 1726 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them. 1727 * we don't need to check all of them.
1778 */ 1728 */
1833/* 1783/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1784 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1785 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1786 * The first matching object is returned, or NULL if none.
1837 */ 1787 */
1838
1839object * 1788object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1789present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1790{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1791 if (!m || out_of_map (m, x, y))
1846 { 1792 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1793 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1794 return NULL;
1849 } 1795 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1796
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1851 if (tmp->arch == at) 1798 if (tmp->arch == at)
1852 return tmp; 1799 return tmp;
1800
1853 return NULL; 1801 return NULL;
1854} 1802}
1855 1803
1856/* 1804/*
1857 * present(type, map, x, y) searches for any objects with 1805 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1806 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1807 * The first matching object is returned, or NULL if none.
1860 */ 1808 */
1861
1862object * 1809object *
1863present (unsigned char type, maptile *m, int x, int y) 1810present (unsigned char type, maptile *m, int x, int y)
1864{ 1811{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1812 if (out_of_map (m, x, y))
1869 { 1813 {
1870 LOG (llevError, "Present called outside map.\n"); 1814 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1815 return NULL;
1872 } 1816 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1817
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1819 if (tmp->type == type)
1875 return tmp; 1820 return tmp;
1821
1876 return NULL; 1822 return NULL;
1877} 1823}
1878 1824
1879/* 1825/*
1880 * present_in_ob(type, object) searches for any objects with 1826 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1827 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
1883 */ 1829 */
1884
1885object * 1830object *
1886present_in_ob (unsigned char type, const object *op) 1831present_in_ob (unsigned char type, const object *op)
1887{ 1832{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1833 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1834 if (tmp->type == type)
1893 return tmp; 1835 return tmp;
1836
1894 return NULL; 1837 return NULL;
1895} 1838}
1896 1839
1897/* 1840/*
1898 * present_in_ob (type, str, object) searches for any objects with 1841 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1849 * 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 1850 * 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 1851 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1852 * to be unique.
1910 */ 1853 */
1911
1912object * 1854object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1855present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1856{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1857 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1858 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1859 return tmp;
1922 } 1860
1923 return NULL; 1861 return 0;
1924} 1862}
1925 1863
1926/* 1864/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1865 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1866 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1930 */ 1868 */
1931
1932object * 1869object *
1933present_arch_in_ob (const archetype *at, const object *op) 1870present_arch_in_ob (const archetype *at, const object *op)
1934{ 1871{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1873 if (tmp->arch == at)
1940 return tmp; 1874 return tmp;
1875
1941 return NULL; 1876 return NULL;
1942} 1877}
1943 1878
1944/* 1879/*
1945 * activate recursively a flag on an object inventory 1880 * activate recursively a flag on an object inventory
1946 */ 1881 */
1947void 1882void
1948flag_inv (object *op, int flag) 1883flag_inv (object *op, int flag)
1949{ 1884{
1950 object *
1951 tmp;
1952
1953 if (op->inv) 1885 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 { 1887 {
1956 SET_FLAG (tmp, flag); 1888 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1889 flag_inv (tmp, flag);
1958 } 1890 }
1959} /* 1891}
1892
1893/*
1960 * desactivate recursively a flag on an object inventory 1894 * deactivate recursively a flag on an object inventory
1961 */ 1895 */
1962void 1896void
1963unflag_inv (object *op, int flag) 1897unflag_inv (object *op, int flag)
1964{ 1898{
1965 object *
1966 tmp;
1967
1968 if (op->inv) 1899 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1901 {
1971 CLEAR_FLAG (tmp, flag); 1902 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1903 unflag_inv (tmp, flag);
1973 } 1904 }
1974} 1905}
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively). 1909 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for 1910 * 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. 1911 * him/her-self and all object carried by a call to this function.
1981 */ 1912 */
1982
1983void 1913void
1984set_cheat (object *op) 1914set_cheat (object *op)
1985{ 1915{
1986 SET_FLAG (op, FLAG_WAS_WIZ); 1916 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ); 1917 flag_inv (op, FLAG_WAS_WIZ);
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1936 * 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 1937 * 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 1938 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 1939 * customized, changed states, etc.
2010 */ 1940 */
2011
2012int 1941int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 1943{
2015 int
2016 i,
2017 index = 0, flag; 1944 int index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 1945 int altern[SIZEOFFREE];
2020 1946
2021 for (i = start; i < stop; i++) 1947 for (int i = start; i < stop; i++)
2022 { 1948 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2024 if (!flag) 1950 if (!flag)
2025 altern[index++] = i; 1951 altern [index++] = i;
2026 1952
2027 /* Basically, if we find a wall on a space, we cut down the search size. 1953 /* 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. 1954 * 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 - 1955 * 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 1956 * 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 1972 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 1973 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 1974 * 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. 1975 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 1976 */
2051
2052int 1977int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 1978find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 1979{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 1980 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 1982 return i;
2062 } 1983
2063 return -1; 1984 return -1;
2064} 1985}
2065 1986
2066/* 1987/*
2067 * The function permute(arr, begin, end) randomly reorders the array 1988 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 1989 * arr[begin..end-1].
1990 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 1991 */
2070static void 1992static void
2071permute (int *arr, int begin, int end) 1993permute (int *arr, int begin, int end)
2072{ 1994{
2073 int 1995 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 1996 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 1997
2084 tmp = arr[i]; 1998 while (--end)
2085 arr[i] = arr[j]; 1999 swap (arr [end], arr [RANDOM () % (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2000}
2089 2001
2090/* new function to make monster searching more efficient, and effective! 2002/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2003 * 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 2004 * 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. 2007 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2008 */
2097void 2009void
2098get_search_arr (int *search_arr) 2010get_search_arr (int *search_arr)
2099{ 2011{
2100 int 2012 int i;
2101 i;
2102 2013
2103 for (i = 0; i < SIZEOFFREE; i++) 2014 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2015 search_arr[i] = i;
2106 }
2107 2016
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2017 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2018 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2019 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2020}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2029 * 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 2030 * 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 2031 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2032 * there is capable of.
2124 */ 2033 */
2125
2126int 2034int
2127find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2036{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2037 int i, max = SIZEOFFREE, mflags;
2132 2038
2133 sint16 nx, ny; 2039 sint16 nx, ny;
2134 object * 2040 object *tmp;
2135 tmp;
2136 maptile * 2041 maptile *mp;
2137 mp;
2138 2042
2139 MoveType blocked, move_type; 2043 MoveType blocked, move_type;
2140 2044
2141 if (exclude && exclude->head) 2045 if (exclude && exclude->head)
2142 { 2046 {
2159 2063
2160 if (mflags & P_OUT_OF_MAP) 2064 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2065 max = maxfree[i];
2162 else 2066 else
2163 { 2067 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2068 mapspace &ms = mp->at (nx, ny);
2069
2070 blocked = ms.move_block;
2165 2071
2166 if ((move_type & blocked) == move_type) 2072 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2073 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2074 else if (mflags & P_IS_ALIVE)
2169 { 2075 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2076 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))) 2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2078 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2172 break; 2079 break;
2173 2080
2174 if (tmp) 2081 if (tmp)
2175 return freedir[i]; 2082 return freedir[i];
2176 } 2083 }
2182 2089
2183/* 2090/*
2184 * distance(object 1, object 2) will return the square of the 2091 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2092 * distance between the two given objects.
2186 */ 2093 */
2187
2188int 2094int
2189distance (const object *ob1, const object *ob2) 2095distance (const object *ob1, const object *ob2)
2190{ 2096{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2097 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2098}
2196 2099
2197/* 2100/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2101 * 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 2102 * an object which has subtracted the x and y coordinates of another
2200 * object, needs to travel toward it. 2103 * object, needs to travel toward it.
2201 */ 2104 */
2202
2203int 2105int
2204find_dir_2 (int x, int y) 2106find_dir_2 (int x, int y)
2205{ 2107{
2206 int q; 2108 int q;
2207 2109
2236 2138
2237 return 3; 2139 return 3;
2238} 2140}
2239 2141
2240/* 2142/*
2241 * absdir(int): Returns a number between 1 and 8, which represent
2242 * the "absolute" direction of a number (it actually takes care of
2243 * "overflow" in previous calculations of a direction).
2244 */
2245
2246int
2247absdir (int d)
2248{
2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2253 return d;
2254}
2255
2256/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2143 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2258 * between two directions (which are expected to be absolute (see absdir()) 2144 * between two directions (which are expected to be absolute (see absdir())
2259 */ 2145 */
2260
2261int 2146int
2262dirdiff (int dir1, int dir2) 2147dirdiff (int dir1, int dir2)
2263{ 2148{
2264 int 2149 int d;
2265 d;
2266 2150
2267 d = abs (dir1 - dir2); 2151 d = abs (dir1 - dir2);
2268 if (d > 4) 2152 if (d > 4)
2269 d = 8 - d; 2153 d = 8 - d;
2154
2270 return d; 2155 return d;
2271} 2156}
2272 2157
2273/* peterm: 2158/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2159 * 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 2162 * 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. 2163 * 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 2164 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2165 * functions.
2281 */ 2166 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2167int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2168 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2169 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2170 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2171 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2172 {0, 0, 0}, /* 4 */
2439/* Basically, we save the content of the string to a temp file, then call */ 2322/* 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, */ 2323/* 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. */ 2324/* 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. */ 2325/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */ 2326/* Also remember that multiparts objects are not supported for now. */
2444
2445object * 2327object *
2446load_object_str (const char *obstr) 2328load_object_str (const char *obstr)
2447{ 2329{
2448 object *op; 2330 object *op;
2449 char filename[MAX_BUF]; 2331 char filename[MAX_BUF];
2479 * returns NULL if no match. 2361 * returns NULL if no match.
2480 */ 2362 */
2481object * 2363object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2364find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2365{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2366 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2367 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2368 return tmp;
2489 2369
2490 return NULL; 2370 return 0;
2491} 2371}
2492 2372
2493/* If ob has a field named key, return the link from the list, 2373/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL. 2374 * otherwise return NULL.
2495 * 2375 *
2497 * do the desired thing. 2377 * do the desired thing.
2498 */ 2378 */
2499key_value * 2379key_value *
2500get_ob_key_link (const object *ob, const char *key) 2380get_ob_key_link (const object *ob, const char *key)
2501{ 2381{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2382 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2383 if (link->key == key)
2506 return link; 2384 return link;
2507 2385
2508 return NULL; 2386 return 0;
2509} 2387}
2510 2388
2511/* 2389/*
2512 * Returns the value of op has an extra_field for key, or NULL. 2390 * Returns the value of op has an extra_field for key, or NULL.
2513 * 2391 *
2553 * Returns TRUE on success. 2431 * Returns TRUE on success.
2554 */ 2432 */
2555int 2433int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2434set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2435{
2558 key_value *
2559 field = NULL, *last = NULL; 2436 key_value *field = NULL, *last = NULL;
2560 2437
2561 for (field = op->key_values; field != NULL; field = field->next) 2438 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2439 {
2563 if (field->key != canonical_key) 2440 if (field->key != canonical_key)
2564 { 2441 {
2592 /* IF we get here, key doesn't exist */ 2469 /* IF we get here, key doesn't exist */
2593 2470
2594 /* No field, we'll have to add it. */ 2471 /* No field, we'll have to add it. */
2595 2472
2596 if (!add_key) 2473 if (!add_key)
2597 {
2598 return FALSE; 2474 return FALSE;
2599 } 2475
2600 /* There isn't any good reason to store a null 2476 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2477 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2478 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2479 * be here. If user wants to store empty strings,
2604 * should pass in "" 2480 * should pass in ""
2653 } 2529 }
2654 else 2530 else
2655 item = item->env; 2531 item = item->env;
2656} 2532}
2657 2533
2534
2535const char *
2536object::flag_desc (char *desc, int len) const
2537{
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2546 {
2547 snprintf (p, len, ",...");
2548 break;
2549 }
2550
2551 if (flag [i])
2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2559
2560 return desc;
2561}
2562
2658// return a suitable string describing an objetc in enough detail to find it 2563// return a suitable string describing an object in enough detail to find it
2659const char * 2564const char *
2660object::debug_desc (char *info) const 2565object::debug_desc (char *info) const
2661{ 2566{
2567 char flagdesc[512];
2662 char info2[256 * 3]; 2568 char info2[256 * 4];
2663 char *p = info; 2569 char *p = info;
2664 2570
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2666 count, 2572 count, uuid.seq,
2667 &name, 2573 &name,
2668 title ? " " : "", 2574 title ? "\",title:\"" : "",
2669 title ? (const char *)title : ""); 2575 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type);
2670 2577
2671 if (env) 2578 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2580
2674 if (map) 2581 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2583
2677 return info; 2584 return info;
2678} 2585}
2679 2586
2680const char * 2587const char *
2681object::debug_desc () const 2588object::debug_desc () const
2682{ 2589{
2683 static char info[256 * 3]; 2590 static char info[256 * 4];
2684 return debug_desc (info); 2591 return debug_desc (info);
2685} 2592}
2686 2593
2594const char *
2595object::debug_desc2 () const
2596{
2597 static char info[256 * 4];
2598 return debug_desc (info);
2599}
2600

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