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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
139 * 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
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 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)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/* 472/*
532 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
541{ 482{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 485
545 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 487
551 if (is_freed) 488 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
553 490
554 if (is_removed) 491 if (is_removed)
585 tail = new_link; 522 tail = new_link;
586 } 523 }
587 } 524 }
588 } 525 }
589 526
590 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
591} 536}
592 537
593/* 538/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
609 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
612 */ 557 */
613void 558void
614update_ob_speed (object *op) 559object::set_speed (float speed)
615{ 560{
616 extern int arch_init; 561 extern int arch_init;
617 562
618 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated. 564 * since they never really need to be updated.
620 */ 565 */
621 566 if (flag [FLAG_FREED] && speed)
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 567 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 569 speed = 0;
629#endif
630 } 570 }
571
572 this->speed = speed;
631 573
632 if (arch_init) 574 if (arch_init)
633 return; 575 return;
634 576
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
636 { 578 {
637 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
639 return; 581 return;
640 582
641 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
642 * of the list. */ 584 * of the list. */
643 op->active_next = active_objects; 585 active_next = active_objects;
644 586
645 if (op->active_next != NULL) 587 if (active_next)
646 op->active_next->active_prev = op; 588 active_next->active_prev = this;
647 589
648 active_objects = op; 590 active_objects = this;
649 } 591 }
650 else 592 else
651 { 593 {
652 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
654 return; 596 return;
655 597
656 if (op->active_prev == NULL) 598 if (!active_prev)
657 { 599 {
658 active_objects = op->active_next; 600 active_objects = active_next;
659 601
660 if (op->active_next != NULL) 602 if (active_next)
661 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
662 } 604 }
663 else 605 else
664 { 606 {
665 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
666 608
667 if (op->active_next) 609 if (active_next)
668 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
669 } 611 }
670 612
671 op->active_next = NULL; 613 active_next = 0;
672 op->active_prev = NULL; 614 active_prev = 0;
673 } 615 }
674} 616}
675 617
676/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
677 * objects. 619 * objects.
703 op->active_next = NULL; 645 op->active_next = NULL;
704 op->active_prev = NULL; 646 op->active_prev = NULL;
705} 647}
706 648
707/* 649/*
708 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 653 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
715 * 657 *
716 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 659 * current action are:
722 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
727 */ 665 */
728
729void 666void
730update_object (object *op, int action) 667update_object (object *op, int action)
731{ 668{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
734 670
735 if (op == NULL) 671 if (op == NULL)
736 { 672 {
737 /* this should never happen */ 673 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 675 return;
740 } 676 }
741 677
742 if (op->env != NULL) 678 if (op->env)
743 { 679 {
744 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
745 * to do in this case. 681 * to do in this case.
746 */ 682 */
747 return; 683 return;
752 */ 688 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 690 return;
755 691
756 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 694 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 696#ifdef MANY_CORES
761 abort (); 697 abort ();
762#endif 698#endif
763 return; 699 return;
764 } 700 }
765 701
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
773 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
774 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 719 * to have move_allow right now.
798 */ 720 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 723 m.flags_ = P_NEED_UPDATE;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 724 }
805
806 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 727 * that is being removed.
809 */ 728 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
812 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
814 else 733 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 735
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 736 if (op->more)
824 update_object (op->more, action); 737 update_object (op->more, action);
825} 738}
826 739
827object::vector object::mortals;
828object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
829object *object::first; 741object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842 742
843object::object () 743object::object ()
844{ 744{
845 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
846 746
885 object *op = new object; 785 object *op = new object;
886 op->link (); 786 op->link ();
887 return op; 787 return op;
888} 788}
889 789
890/* 790void
891 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 792{
902 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
903 return; 805 return;
904 806
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
906 remove_friendly_object (this);
907 808
908 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 remove ();
910
911 SET_FLAG (this, FLAG_FREED);
912
913 if (more)
914 {
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (inv) 809 while (inv)
920 { 810 inv->destroy ();
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928 811
929 while (op) 812 set_speed (0);
930 { 813 unlink ();
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 814
961 // hack to ensure that freed objects still have a valid map 815 // hack to ensure that freed objects still have a valid map
962 { 816 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 817 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 818
976 map = freed_map; 830 map = freed_map;
977 x = 1; 831 x = 1;
978 y = 1; 832 y = 1;
979 } 833 }
980 834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
981 // clear those pointers that likely might have circular references to us 843 // clear those pointers that likely might have circular references to us
982 owner = 0; 844 owner = 0;
983 enemy = 0; 845 enemy = 0;
984 attacked_by = 0; 846 attacked_by = 0;
985 847
986 // only relevant for players(?), but make sure of it anyways 848 // only relevant for players(?), but make sure of it anyways
987 contr = 0; 849 contr = 0;
850}
988 851
989 /* Remove object from the active list */ 852/*
990 speed = 0; 853 * Remove and free all objects in the inventory of the given object.
991 update_ob_speed (this); 854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
859 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects
861 * drop on that space.
862 */
863 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
864 {
865 while (inv)
866 inv->destroy ();
867 }
868 else
869 { /* Put objects in inventory onto this space */
870 while (inv)
871 {
872 object *op = inv;
992 873
993 unlink (); 874 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE
877 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE])
879 op->destroy ();
880 else
881 {
882 op->remove ();
883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
886 }
887 }
888 }
889}
994 890
995 mortals.push_back (this); 891void
892object::destroy (bool destroy_inventory)
893{
894 if (destroyed ())
895 return;
896
897 if (destroy_inventory)
898 destroy_inv (true);
899
900 attachable::destroy ();
996} 901}
997 902
998/* 903/*
999 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)). 905 * weight of an object (and what is carried by it's environment(s)).
1024object::remove () 929object::remove ()
1025{ 930{
1026 object *tmp, *last = 0; 931 object *tmp, *last = 0;
1027 object *otmp; 932 object *otmp;
1028 933
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 935 return;
1033 936
1034 SET_FLAG (this, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1035 939
1036 if (more) 940 if (more)
1037 more->remove (); 941 more->remove ();
1038 942
1039 /* 943 /*
1049 953
1050 /* NO_FIX_PLAYER is set when a great many changes are being 954 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 956 * to save cpu time.
1053 */ 957 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 959 otmp->update_stats ();
1056 960
1057 if (above != NULL) 961 if (above != NULL)
1058 above->below = below; 962 above->below = below;
1059 else 963 else
1060 env->inv = below; 964 env->inv = below;
1079 983
1080 /* link the object above us */ 984 /* link the object above us */
1081 if (above) 985 if (above)
1082 above->below = below; 986 above->below = below;
1083 else 987 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 988 map->at (x, y).top = below; /* we were top, set new top */
1085 989
1086 /* Relink the object below us, if there is one */ 990 /* Relink the object below us, if there is one */
1087 if (below) 991 if (below)
1088 below->above = above; 992 below->above = above;
1089 else 993 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 1005 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 1006 LOG (llevError, "%s\n", dump);
1103 free (dump); 1007 free (dump);
1104 } 1008 }
1105 1009
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1010 map->at (x, y).bot = above; /* goes on above it. */
1107 } 1011 }
1108 1012
1109 above = 0; 1013 above = 0;
1110 below = 0; 1014 below = 0;
1111 1015
1112 if (map->in_memory == MAP_SAVING) 1016 if (map->in_memory == MAP_SAVING)
1113 return; 1017 return;
1114 1018
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1020
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 { 1022 {
1119 /* No point updating the players look faces if he is the object 1023 /* No point updating the players look faces if he is the object
1120 * being removed. 1024 * being removed.
1126 * removed (most likely destroyed), update the player view 1030 * removed (most likely destroyed), update the player view
1127 * appropriately. 1031 * appropriately.
1128 */ 1032 */
1129 if (tmp->container == this) 1033 if (tmp->container == this)
1130 { 1034 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1035 flag [FLAG_APPLIED] = 0;
1132 tmp->container = 0; 1036 tmp->container = 0;
1133 } 1037 }
1134 1038
1135 tmp->contr->socket.update_look = 1; 1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1136 } 1041 }
1137 1042
1138 /* See if player moving off should effect something */ 1043 /* See if player moving off should effect something */
1139 if (check_walk_off 1044 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1045 && ((move_type & tmp->move_off)
1154 last = tmp; 1059 last = tmp;
1155 } 1060 }
1156 1061
1157 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1158 if (!last) 1063 if (!last)
1159 { 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1065 else
1169 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1170 1067
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1069 update_all_los (map, x, y);
1173 } 1070 }
1174} 1071}
1175 1072
1176/* 1073/*
1185merge_ob (object *op, object *top) 1082merge_ob (object *op, object *top)
1186{ 1083{
1187 if (!op->nrof) 1084 if (!op->nrof)
1188 return 0; 1085 return 0;
1189 1086
1190 if (top == NULL) 1087 if (top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1192 1090
1193 for (; top != NULL; top = top->below) 1091 for (; top; top = top->below)
1194 { 1092 {
1195 if (top == op) 1093 if (top == op)
1196 continue; 1094 continue;
1197 if (CAN_MERGE (op, top)) 1095
1096 if (object::can_merge (op, top))
1198 { 1097 {
1199 top->nrof += op->nrof; 1098 top->nrof += op->nrof;
1200 1099
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1247 * Return value: 1146 * Return value:
1248 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1149 * just 'op' otherwise
1251 */ 1150 */
1252
1253object * 1151object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1153{
1256 object *tmp, *top, *floor = NULL; 1154 object *tmp, *top, *floor = NULL;
1257 sint16 x, y; 1155 sint16 x, y;
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump); 1190 free (dump);
1293 return op; 1191 return op;
1294 } 1192 }
1295 1193
1296 if (op->more != NULL) 1194 if (op->more)
1297 { 1195 {
1298 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1299 1197
1300 object *more = op->more; 1198 object *more = op->more;
1301 1199
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 { 1216 {
1319 if (!op->head) 1217 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321 1219
1322 return NULL; 1220 return 0;
1323 } 1221 }
1324 } 1222 }
1325 1223
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1225
1335 1233
1336 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1337 */ 1235 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1238 if (object::can_merge (op, tmp))
1341 { 1239 {
1342 op->nrof += tmp->nrof; 1240 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1241 tmp->destroy ();
1344 } 1242 }
1345 1243
1361 op->below = originator->below; 1259 op->below = originator->below;
1362 1260
1363 if (op->below) 1261 if (op->below)
1364 op->below->above = op; 1262 op->below->above = op;
1365 else 1263 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1264 op->ms ().bot = op;
1367 1265
1368 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1369 originator->below = op; 1267 originator->below = op;
1370 } 1268 }
1371 else 1269 else
1417 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1317 * stacking is a bit odd.
1420 */ 1318 */
1421 if (!(flag & INS_ON_TOP) && 1319 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 { 1321 {
1424 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1324 break;
1427 /* Check to see if we found the object that blocks view, 1325 /* Check to see if we found the object that blocks view,
1450 1348
1451 if (op->above) 1349 if (op->above)
1452 op->above->below = op; 1350 op->above->below = op;
1453 1351
1454 op->below = NULL; 1352 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1353 op->ms ().bot = op;
1456 } 1354 }
1457 else 1355 else
1458 { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1459 op->above = top->above; 1357 op->above = top->above;
1460 1358
1464 op->below = top; 1362 op->below = top;
1465 top->above = op; 1363 top->above = op;
1466 } 1364 }
1467 1365
1468 if (op->above == NULL) 1366 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1367 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1368 } /* else not INS_BELOW_ORIGINATOR */
1471 1369
1472 if (op->type == PLAYER) 1370 if (op->type == PLAYER)
1473 op->contr->do_los = 1; 1371 op->contr->do_los = 1;
1474 1372
1475 /* If we have a floor, we know the player, if any, will be above 1373 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there. 1374 * it, so save a few ticks and start from there.
1477 */ 1375 */
1478 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1377 if (object *pl = op->ms ().player ())
1480 if (tmp->type == PLAYER) 1378 if (pl->contr->ns)
1481 tmp->contr->socket.update_look = 1; 1379 pl->contr->ns->floorbox_update ();
1482 1380
1483 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1382 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1383 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1384 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1385 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1387 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient. 1388 * of effect may be sufficient.
1491 */ 1389 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1494 1392
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1497 1395
1396 INVOKE_OBJECT (INSERT, op);
1397
1498 /* Don't know if moving this to the end will break anything. However, 1398 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1399 * we want to have floorbox_update called before calling this.
1500 * 1400 *
1501 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1402 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1403 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1404 * update_object().
1506 1406
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1407 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 { 1409 {
1510 if (check_move_on (op, originator)) 1410 if (check_move_on (op, originator))
1511 return NULL; 1411 return 0;
1512 1412
1513 /* If we are a multi part object, lets work our way through the check 1413 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1414 * walk on's.
1515 */ 1415 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1518 return NULL; 1418 return 0;
1519 } 1419 }
1520 1420
1521 return op; 1421 return op;
1522} 1422}
1523 1423
1524/* this function inserts an object in the map, but if it 1424/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1425 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1426 * op is the object to insert it under: supplies x and the map.
1527 */ 1427 */
1528void 1428void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1429replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1430{
1531 object * 1431 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1432
1536 /* first search for itself and remove any old instances */ 1433 /* first search for itself and remove any old instances */
1537 1434
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1435 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1597 1494
1598object * 1495object *
1599decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1600{ 1497{
1601 object *tmp; 1498 object *tmp;
1602 player *pl;
1603 1499
1604 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1501 return op;
1606 1502
1607 if (i > op->nrof) 1503 if (i > op->nrof)
1608 i = op->nrof; 1504 i = op->nrof;
1609 1505
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1507 op->nrof -= i;
1612 else if (op->env != NULL) 1508 else if (op->env)
1613 { 1509 {
1614 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1615 * therein? 1511 * therein?
1616 */ 1512 */
1617 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1518 * and then searching the map for a player.
1623 */ 1519 */
1624 if (!tmp) 1520 if (!tmp)
1625 { 1521 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1628 break; 1525 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1526 }
1634 1527
1635 if (i < op->nrof) 1528 if (i < op->nrof)
1636 { 1529 {
1637 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1531 op->nrof -= i;
1639 if (tmp) 1532 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1642 }
1643 } 1534 }
1644 else 1535 else
1645 { 1536 {
1646 op->remove (); 1537 op->remove ();
1647 op->nrof = 0; 1538 op->nrof = 0;
1648 if (tmp) 1539 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1541 }
1653 } 1542 }
1654 else 1543 else
1655 { 1544 {
1656 object *above = op->above; 1545 object *above = op->above;
1662 op->remove (); 1551 op->remove ();
1663 op->nrof = 0; 1552 op->nrof = 0;
1664 } 1553 }
1665 1554
1666 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1669 { 1558 {
1670 if (op->nrof) 1559 if (op->nrof)
1671 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1672 else 1561 else
1677 if (op->nrof) 1566 if (op->nrof)
1678 return op; 1567 return op;
1679 else 1568 else
1680 { 1569 {
1681 op->destroy (); 1570 op->destroy ();
1682 return NULL; 1571 return 0;
1683 } 1572 }
1684} 1573}
1685 1574
1686/* 1575/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1638 if (op->nrof)
1750 { 1639 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1753 { 1642 {
1754 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1644 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1776 } 1665 }
1777 else 1666 else
1778 add_weight (this, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1779 1668
1780 otmp = is_player_inv (this); 1669 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1670 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1672 otmp->update_stats ();
1784 1673
1785 op->map = NULL; 1674 op->map = 0;
1786 op->env = this; 1675 op->env = this;
1787 op->above = NULL; 1676 op->above = 0;
1788 op->below = NULL; 1677 op->below = 0;
1789 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1790 1679
1791 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1681 if ((op->glow_radius != 0) && map)
1793 { 1682 {
1794#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map)) 1686 if (map->darkness)
1798 update_all_los (map, x, y); 1687 update_all_los (map, x, y);
1799 } 1688 }
1800 1689
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function... 1691 * It sure simplifies this function...
1807 { 1696 {
1808 op->below = inv; 1697 op->below = inv;
1809 op->below->above = op; 1698 op->below->above = op;
1810 inv = op; 1699 inv = op;
1811 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1812 1703
1813 return op; 1704 return op;
1814} 1705}
1815 1706
1816/* 1707/*
1868 1759
1869 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
1871 */ 1762 */
1872 1763
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1874 { 1765 {
1875 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1767 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1768 * we don't need to check all of them.
1878 */ 1769 */
1933/* 1824/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1937 */ 1828 */
1938
1939object * 1829object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1830present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1831{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1832 if (m == NULL || out_of_map (m, x, y))
1946 { 1833 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1835 return NULL;
1949 } 1836 }
1837
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1951 if (tmp->arch == at) 1839 if (tmp->arch == at)
1952 return tmp; 1840 return tmp;
1841
1953 return NULL; 1842 return NULL;
1954} 1843}
1955 1844
1956/* 1845/*
1957 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1960 */ 1849 */
1961
1962object * 1850object *
1963present (unsigned char type, maptile *m, int x, int y) 1851present (unsigned char type, maptile *m, int x, int y)
1964{ 1852{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1853 if (out_of_map (m, x, y))
1969 { 1854 {
1970 LOG (llevError, "Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1856 return NULL;
1972 } 1857 }
1858
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1974 if (tmp->type == type) 1860 if (tmp->type == type)
1975 return tmp; 1861 return tmp;
1862
1976 return NULL; 1863 return NULL;
1977} 1864}
1978 1865
1979/* 1866/*
1980 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1983 */ 1870 */
1984
1985object * 1871object *
1986present_in_ob (unsigned char type, const object *op) 1872present_in_ob (unsigned char type, const object *op)
1987{ 1873{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1875 if (tmp->type == type)
1993 return tmp; 1876 return tmp;
1877
1994 return NULL; 1878 return NULL;
1995} 1879}
1996 1880
1997/* 1881/*
1998 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1890 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1891 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1892 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1893 * to be unique.
2010 */ 1894 */
2011
2012object * 1895object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1896present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1897{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1900 return tmp;
2022 } 1901
2023 return NULL; 1902 return 0;
2024} 1903}
2025 1904
2026/* 1905/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
2030 */ 1909 */
2031
2032object * 1910object *
2033present_arch_in_ob (const archetype *at, const object *op) 1911present_arch_in_ob (const archetype *at, const object *op)
2034{ 1912{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1914 if (tmp->arch == at)
2040 return tmp; 1915 return tmp;
1916
2041 return NULL; 1917 return NULL;
2042} 1918}
2043 1919
2044/* 1920/*
2045 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
2046 */ 1922 */
2047void 1923void
2048flag_inv (object *op, int flag) 1924flag_inv (object *op, int flag)
2049{ 1925{
2050 object *
2051 tmp;
2052
2053 if (op->inv) 1926 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 { 1928 {
2056 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
2058 } 1931 }
2059} /* 1932}
1933
1934/*
2060 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
2061 */ 1936 */
2062void 1937void
2063unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
2064{ 1939{
2065 object *
2066 tmp;
2067
2068 if (op->inv) 1940 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 { 1942 {
2071 CLEAR_FLAG (tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1944 unflag_inv (tmp, flag);
2073 } 1945 }
2074} 1946}
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1949 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for 1951 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function. 1952 * him/her-self and all object carried by a call to this function.
2081 */ 1953 */
2082
2083void 1954void
2084set_cheat (object *op) 1955set_cheat (object *op)
2085{ 1956{
2086 SET_FLAG (op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 1977 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 1978 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 1979 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 1980 * customized, changed states, etc.
2110 */ 1981 */
2111
2112int 1982int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1983find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 1984{
2115 int
2116 i,
2117 index = 0, flag; 1985 int index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
2120 1987
2121 for (i = start; i < stop; i++) 1988 for (int i = start; i < stop; i++)
2122 { 1989 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1990 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124 if (!flag) 1991 if (!flag)
2125 altern[index++] = i; 1992 altern [index++] = i;
2126 1993
2127 /* Basically, if we find a wall on a space, we cut down the search size. 1994 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 1995 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 1996 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 1997 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 1998 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 1999 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2000 * won't look 2 spaces south of the target space.
2134 */ 2001 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2002 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2003 stop = maxfree[i];
2137 } 2004 }
2005
2138 if (!index) 2006 if (!index)
2139 return -1; 2007 return -1;
2008
2140 return altern[RANDOM () % index]; 2009 return altern[RANDOM () % index];
2141} 2010}
2142 2011
2143/* 2012/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2015 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2016 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2017 */
2149
2150int 2018int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2019find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2020{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2021 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2022 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2023 return i;
2160 } 2024
2161 return -1; 2025 return -1;
2162} 2026}
2163 2027
2164/* 2028/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2032 */
2168static void 2033static void
2169permute (int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2170{ 2035{
2171 int 2036 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2037 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2038
2182 tmp = arr[i]; 2039 while (--end)
2183 arr[i] = arr[j]; 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2041}
2187 2042
2188/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2044 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2045 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2048 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2049 */
2195void 2050void
2196get_search_arr (int *search_arr) 2051get_search_arr (int *search_arr)
2197{ 2052{
2198 int 2053 int i;
2199 i;
2200 2054
2201 for (i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2056 search_arr[i] = i;
2204 }
2205 2057
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2061}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2071 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2072 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2073 * there is capable of.
2222 */ 2074 */
2223
2224int 2075int
2225find_dir (maptile *m, int x, int y, object *exclude) 2076find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2077{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2230 2079
2231 sint16 nx, ny; 2080 sint16 nx, ny;
2232 object * 2081 object *tmp;
2233 tmp;
2234 maptile * 2082 maptile *mp;
2235 mp;
2236 2083
2237 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2238 2085
2239 if (exclude && exclude->head) 2086 if (exclude && exclude->head)
2240 { 2087 {
2252 mp = m; 2099 mp = m;
2253 nx = x + freearr_x[i]; 2100 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2101 ny = y + freearr_y[i];
2255 2102
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2103 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2104
2257 if (mflags & P_OUT_OF_MAP) 2105 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2106 max = maxfree[i];
2260 }
2261 else 2107 else
2262 { 2108 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2264 2112
2265 if ((move_type & blocked) == move_type) 2113 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2114 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2115 else if (mflags & P_IS_ALIVE)
2270 { 2116 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2119 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2275 break; 2120 break;
2276 } 2121
2277 }
2278 if (tmp) 2122 if (tmp)
2279 {
2280 return freedir[i]; 2123 return freedir[i];
2281 }
2282 } 2124 }
2283 } 2125 }
2284 } 2126 }
2127
2285 return 0; 2128 return 0;
2286} 2129}
2287 2130
2288/* 2131/*
2289 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2133 * distance between the two given objects.
2291 */ 2134 */
2292
2293int 2135int
2294distance (const object *ob1, const object *ob2) 2136distance (const object *ob1, const object *ob2)
2295{ 2137{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2138 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2139}
2302 2140
2303/* 2141/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2142 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2143 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2307 */ 2145 */
2308
2309int 2146int
2310find_dir_2 (int x, int y) 2147find_dir_2 (int x, int y)
2311{ 2148{
2312 int 2149 int q;
2313 q;
2314 2150
2315 if (y) 2151 if (y)
2316 q = x * 100 / y; 2152 q = x * 100 / y;
2317 else if (x) 2153 else if (x)
2318 q = -300 * x; 2154 q = -300 * x;
2353int 2189int
2354absdir (int d) 2190absdir (int d)
2355{ 2191{
2356 while (d < 1) 2192 while (d < 1)
2357 d += 8; 2193 d += 8;
2194
2358 while (d > 8) 2195 while (d > 8)
2359 d -= 8; 2196 d -= 8;
2197
2360 return d; 2198 return d;
2361} 2199}
2362 2200
2363/* 2201/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2366 */ 2204 */
2367 2205
2368int 2206int
2369dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2370{ 2208{
2371 int 2209 int d;
2372 d;
2373 2210
2374 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2375 if (d > 4) 2212 if (d > 4)
2376 d = 8 - d; 2213 d = 8 - d;
2214
2377 return d; 2215 return d;
2378} 2216}
2379 2217
2380/* peterm: 2218/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2225 * functions.
2388 */ 2226 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2282 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2448 */ 2284 */
2449
2450
2451int 2285int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2287{
2454 sint16 dx, dy; 2288 sint16 dx, dy;
2455 int
2456 mflags; 2289 int mflags;
2457 2290
2458 if (dir < 0) 2291 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2460 2293
2461 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2474 return 0; 2307 return 0;
2475 2308
2476 /* yes, can see. */ 2309 /* yes, can see. */
2477 if (dir < 9) 2310 if (dir < 9)
2478 return 1; 2311 return 1;
2312
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2316}
2482
2483
2484 2317
2485/* 2318/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2335}
2503 2336
2504
2505/* 2337/*
2506 * create clone from object to another 2338 * create clone from object to another
2507 */ 2339 */
2508object * 2340object *
2509object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2518 src = src->head; 2350 src = src->head;
2519 2351
2520 prev = 0; 2352 prev = 0;
2521 for (part = src; part; part = part->more) 2353 for (part = src; part; part = part->more)
2522 { 2354 {
2523 tmp = object::create (); 2355 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2356 tmp->x -= src->x;
2526 tmp->y -= src->y; 2357 tmp->y -= src->y;
2527 2358
2528 if (!part->head) 2359 if (!part->head)
2529 { 2360 {
2530 dst = tmp; 2361 dst = tmp;
2531 tmp->head = 0; 2362 tmp->head = 0;
2532 } 2363 }
2533 else 2364 else
2534 {
2535 tmp->head = dst; 2365 tmp->head = dst;
2536 }
2537 2366
2538 tmp->more = 0; 2367 tmp->more = 0;
2539 2368
2540 if (prev) 2369 if (prev)
2541 prev->more = tmp; 2370 prev->more = tmp;
2553/* Basically, we save the content of the string to a temp file, then call */ 2382/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */ 2383/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */ 2384/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */ 2385/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2558
2559object * 2387object *
2560load_object_str (const char *obstr) 2388load_object_str (const char *obstr)
2561{ 2389{
2562 object *op; 2390 object *op;
2563 char filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2593 * returns NULL if no match. 2421 * returns NULL if no match.
2594 */ 2422 */
2595object * 2423object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2425{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2427 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2428 return tmp;
2603 2429
2604 return NULL; 2430 return 0;
2605} 2431}
2606 2432
2607/* If ob has a field named key, return the link from the list, 2433/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2434 * otherwise return NULL.
2609 * 2435 *
2611 * do the desired thing. 2437 * do the desired thing.
2612 */ 2438 */
2613key_value * 2439key_value *
2614get_ob_key_link (const object *ob, const char *key) 2440get_ob_key_link (const object *ob, const char *key)
2615{ 2441{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2442 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2443 if (link->key == key)
2620 return link; 2444 return link;
2621 2445
2622 return NULL; 2446 return 0;
2623} 2447}
2624 2448
2625/* 2449/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2450 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2451 *
2667 * Returns TRUE on success. 2491 * Returns TRUE on success.
2668 */ 2492 */
2669int 2493int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2494set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2495{
2672 key_value *
2673 field = NULL, *last = NULL; 2496 key_value *field = NULL, *last = NULL;
2674 2497
2675 for (field = op->key_values; field != NULL; field = field->next) 2498 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2499 {
2677 if (field->key != canonical_key) 2500 if (field->key != canonical_key)
2678 { 2501 {
2706 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2707 2530
2708 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2709 2532
2710 if (!add_key) 2533 if (!add_key)
2711 {
2712 return FALSE; 2534 return FALSE;
2713 } 2535
2714 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2718 * should pass in "" 2540 * should pass in ""

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