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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC

221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 228 || ob1->name != ob2->name
230 || ob1->title != ob2->title 229 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
353 op = op->env; 352 op = op->env;
354 return op; 353 return op;
355} 354}
356 355
357/* 356/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 358 * Some error messages.
375 * 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.
376 */ 360 */
377 361
380{ 364{
381 if (!op) 365 if (!op)
382 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
383 367
384 object_freezer freezer; 368 object_freezer freezer;
385 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
386 return freezer.as_string (); 370 return freezer.as_string ();
387} 371}
388 372
389/* 373/*
390 * 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
483 } 467 }
484 468
485 op->key_values = 0; 469 op->key_values = 0;
486} 470}
487 471
488void object::clear ()
489{
490 attachable_base::clear ();
491
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/* 472/*
531 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
534 * 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,
540{ 482{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543 485
544 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
549 487
550 if (is_freed) 488 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
552 490
553 if (is_removed) 491 if (is_removed)
710 op->active_next = NULL; 648 op->active_next = NULL;
711 op->active_prev = NULL; 649 op->active_prev = NULL;
712} 650}
713 651
714/* 652/*
715 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 656 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
720 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
722 * 660 *
723 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 662 * current action are:
729 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
734 */ 668 */
735
736void 669void
737update_object (object *op, int action) 670update_object (object *op, int action)
738{ 671{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
741 673
742 if (op == NULL) 674 if (op == NULL)
743 { 675 {
744 /* this should never happen */ 676 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 678 return;
747 } 679 }
748 680
749 if (op->env != NULL) 681 if (op->env)
750 { 682 {
751 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
752 * to do in this case. 684 * to do in this case.
753 */ 685 */
754 return; 686 return;
759 */ 691 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 692 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 693 return;
762 694
763 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 697 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 699#ifdef MANY_CORES
768 abort (); 700 abort ();
769#endif 701#endif
770 return; 702 return;
771 } 703 }
772 704
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
780 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
781 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 722 * to have move_allow right now.
805 */ 723 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 726 m.flags_ = P_NEED_UPDATE;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 727 }
812
813 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 730 * that is being removed.
816 */ 731 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
819 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
821 else 736 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 738
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 739 if (op->more)
831 update_object (op->more, action); 740 update_object (op->more, action);
832} 741}
833 742
834object::vector object::mortals;
835object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
836object *object::first; 744object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848}
849 745
850object::object () 746object::object ()
851{ 747{
852 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
853 749
902 * this function to succeed. 798 * this function to succeed.
903 * 799 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground. 801 * inventory to the ground.
906 */ 802 */
907void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
908{ 805{
909 if (QUERY_FLAG (this, FLAG_FREED)) 806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
910 return; 818 return;
911 819
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
913 remove_friendly_object (this);
914
915 if (!QUERY_FLAG (this, FLAG_REMOVED))
916 remove ();
917
918 SET_FLAG (this, FLAG_FREED);
919
920 if (more)
921 {
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925
926 if (inv)
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 821
968 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
969 { 823 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 825
983 map = freed_map; 837 map = freed_map;
984 x = 1; 838 x = 1;
985 y = 1; 839 y = 1;
986 } 840 }
987 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
988 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
989 owner = 0; 847 owner = 0;
990 enemy = 0; 848 enemy = 0;
991 attacked_by = 0; 849 attacked_by = 0;
992 850
996 /* Remove object from the active list */ 854 /* Remove object from the active list */
997 speed = 0; 855 speed = 0;
998 update_ob_speed (this); 856 update_ob_speed (this);
999 857
1000 unlink (); 858 unlink ();
859}
1001 860
1002 mortals.push_back (this); 861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904}
905
906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory)
920 destroy_inv (true);
921
922 attachable::destroy ();
1003} 923}
1004 924
1005/* 925/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
1031object::remove () 951object::remove ()
1032{ 952{
1033 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1034 object *otmp; 954 object *otmp;
1035 955
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 957 return;
1040 958
1041 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1042 961
1043 if (more) 962 if (more)
1044 more->remove (); 963 more->remove ();
1045 964
1046 /* 965 /*
1056 975
1057 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 978 * to save cpu time.
1060 */ 979 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 981 otmp->update_stats ();
1063 982
1064 if (above != NULL) 983 if (above != NULL)
1065 above->below = below; 984 above->below = below;
1066 else 985 else
1067 env->inv = below; 986 env->inv = below;
1086 1005
1087 /* link the object above us */ 1006 /* link the object above us */
1088 if (above) 1007 if (above)
1089 above->below = below; 1008 above->below = below;
1090 else 1009 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1010 map->at (x, y).top = below; /* we were top, set new top */
1092 1011
1093 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1094 if (below) 1013 if (below)
1095 below->above = above; 1014 below->above = above;
1096 else 1015 else
1108 dump = dump_object (GET_MAP_OB (map, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1110 free (dump); 1029 free (dump);
1111 } 1030 }
1112 1031
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1032 map->at (x, y).bot = above; /* goes on above it. */
1114 } 1033 }
1115 1034
1116 above = 0; 1035 above = 0;
1117 below = 0; 1036 below = 0;
1118 1037
1119 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1120 return; 1039 return;
1121 1040
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1042
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 { 1044 {
1126 /* No point updating the players look faces if he is the object 1045 /* No point updating the players look faces if he is the object
1127 * being removed. 1046 * being removed.
1133 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1134 * appropriately. 1053 * appropriately.
1135 */ 1054 */
1136 if (tmp->container == this) 1055 if (tmp->container == this)
1137 { 1056 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1058 tmp->container = 0;
1140 } 1059 }
1141 1060
1142 tmp->contr->socket->update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1143 } 1063 }
1144 1064
1145 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1146 if (check_walk_off 1066 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1161 last = tmp; 1081 last = tmp;
1162 } 1082 }
1163 1083
1164 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1165 if (!last) 1085 if (!last)
1166 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1087 else
1176 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1177 1089
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1180 } 1092 }
1181} 1093}
1182 1094
1183/* 1095/*
1192merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1193{ 1105{
1194 if (!op->nrof) 1106 if (!op->nrof)
1195 return 0; 1107 return 0;
1196 1108
1197 if (top == NULL) 1109 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1199 1112
1200 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1201 { 1114 {
1202 if (top == op) 1115 if (top == op)
1203 continue; 1116 continue;
1204 1117
1205 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1255 * Return value: 1168 * Return value:
1256 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1171 * just 'op' otherwise
1259 */ 1172 */
1260
1261object * 1173object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1175{
1264 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1265 sint16 x, y; 1177 sint16 x, y;
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump); 1212 free (dump);
1301 return op; 1213 return op;
1302 } 1214 }
1303 1215
1304 if (op->more != NULL) 1216 if (op->more)
1305 { 1217 {
1306 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1307 1219
1308 object *more = op->more; 1220 object *more = op->more;
1309 1221
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 { 1238 {
1327 if (!op->head) 1239 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1241
1330 return NULL; 1242 return 0;
1331 } 1243 }
1332 } 1244 }
1333 1245
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1247
1369 op->below = originator->below; 1281 op->below = originator->below;
1370 1282
1371 if (op->below) 1283 if (op->below)
1372 op->below->above = op; 1284 op->below->above = op;
1373 else 1285 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bot = op;
1375 1287
1376 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1377 originator->below = op; 1289 originator->below = op;
1378 } 1290 }
1379 else 1291 else
1425 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1339 * stacking is a bit odd.
1428 */ 1340 */
1429 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 { 1343 {
1432 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1346 break;
1435 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1458 1370
1459 if (op->above) 1371 if (op->above)
1460 op->above->below = op; 1372 op->above->below = op;
1461 1373
1462 op->below = NULL; 1374 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bot = op;
1464 } 1376 }
1465 else 1377 else
1466 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1467 op->above = top->above; 1379 op->above = top->above;
1468 1380
1472 op->below = top; 1384 op->below = top;
1473 top->above = op; 1385 top->above = op;
1474 } 1386 }
1475 1387
1476 if (op->above == NULL) 1388 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1479 1391
1480 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1481 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1482 1394
1483 /* If we have a floor, we know the player, if any, will be above 1395 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1485 */ 1397 */
1486 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1399 if (object *pl = op->ms ().player ())
1488 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1490 1402
1491 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1404 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1405 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1407 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1409 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient. 1410 * of effect may be sufficient.
1499 */ 1411 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1502 1414
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1505 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1506 /* Don't know if moving this to the end will break anything. However, 1420 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1508 * 1422 *
1509 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1426 * update_object().
1514 1428
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1431 {
1518 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1519 return NULL; 1433 return 0;
1520 1434
1521 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1436 * walk on's.
1523 */ 1437 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1526 return NULL; 1440 return 0;
1527 } 1441 }
1528 1442
1529 return op; 1443 return op;
1530} 1444}
1531 1445
1532/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1535 */ 1449 */
1536void 1450void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1452{
1539 object * 1453 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1454
1544 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1545 1456
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1605 1516
1606object * 1517object *
1607decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1608{ 1519{
1609 object *tmp; 1520 object *tmp;
1610 player *pl;
1611 1521
1612 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1523 return op;
1614 1524
1615 if (i > op->nrof) 1525 if (i > op->nrof)
1616 i = op->nrof; 1526 i = op->nrof;
1617 1527
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1529 op->nrof -= i;
1620 else if (op->env != NULL) 1530 else if (op->env)
1621 { 1531 {
1622 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1623 * therein? 1533 * therein?
1624 */ 1534 */
1625 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1540 * and then searching the map for a player.
1631 */ 1541 */
1632 if (!tmp) 1542 if (!tmp)
1633 { 1543 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1636 break; 1547 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1548 }
1642 1549
1643 if (i < op->nrof) 1550 if (i < op->nrof)
1644 { 1551 {
1645 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1553 op->nrof -= i;
1647 if (tmp) 1554 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1650 }
1651 } 1556 }
1652 else 1557 else
1653 { 1558 {
1654 op->remove (); 1559 op->remove ();
1655 op->nrof = 0; 1560 op->nrof = 0;
1656 if (tmp) 1561 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1563 }
1661 } 1564 }
1662 else 1565 else
1663 { 1566 {
1664 object *above = op->above; 1567 object *above = op->above;
1670 op->remove (); 1573 op->remove ();
1671 op->nrof = 0; 1574 op->nrof = 0;
1672 } 1575 }
1673 1576
1674 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1677 { 1580 {
1678 if (op->nrof) 1581 if (op->nrof)
1679 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1680 else 1583 else
1685 if (op->nrof) 1588 if (op->nrof)
1686 return op; 1589 return op;
1687 else 1590 else
1688 { 1591 {
1689 op->destroy (); 1592 op->destroy ();
1690 return NULL; 1593 return 0;
1691 } 1594 }
1692} 1595}
1693 1596
1694/* 1597/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1783 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1784 } 1687 }
1785 else 1688 else
1786 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1787 1690
1788 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1694 otmp->update_stats ();
1792 1695
1793 op->map = NULL; 1696 op->map = 0;
1794 op->env = this; 1697 op->env = this;
1795 op->above = NULL; 1698 op->above = 0;
1796 op->below = NULL; 1699 op->below = 0;
1797 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1798 1701
1799 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1801 { 1704 {
1802#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1806 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1807 } 1710 }
1808 1711
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1713 * It sure simplifies this function...
1815 { 1718 {
1816 op->below = inv; 1719 op->below = inv;
1817 op->below->above = op; 1720 op->below->above = op;
1818 inv = op; 1721 inv = op;
1819 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1820 1725
1821 return op; 1726 return op;
1822} 1727}
1823 1728
1824/* 1729/*
1876 1781
1877 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1879 */ 1784 */
1880 1785
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1882 { 1787 {
1883 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1789 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1790 * we don't need to check all of them.
1886 */ 1791 */
1941/* 1846/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1945 */ 1850 */
1946
1947object * 1851object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1852present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1853{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1854 if (m == NULL || out_of_map (m, x, y))
1954 { 1855 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1857 return NULL;
1957 } 1858 }
1859
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1959 if (tmp->arch == at) 1861 if (tmp->arch == at)
1960 return tmp; 1862 return tmp;
1863
1961 return NULL; 1864 return NULL;
1962} 1865}
1963 1866
1964/* 1867/*
1965 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1968 */ 1871 */
1969
1970object * 1872object *
1971present (unsigned char type, maptile *m, int x, int y) 1873present (unsigned char type, maptile *m, int x, int y)
1972{ 1874{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1875 if (out_of_map (m, x, y))
1977 { 1876 {
1978 LOG (llevError, "Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1878 return NULL;
1980 } 1879 }
1880
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1982 if (tmp->type == type) 1882 if (tmp->type == type)
1983 return tmp; 1883 return tmp;
1884
1984 return NULL; 1885 return NULL;
1985} 1886}
1986 1887
1987/* 1888/*
1988 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1991 */ 1892 */
1992
1993object * 1893object *
1994present_in_ob (unsigned char type, const object *op) 1894present_in_ob (unsigned char type, const object *op)
1995{ 1895{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1897 if (tmp->type == type)
2001 return tmp; 1898 return tmp;
1899
2002 return NULL; 1900 return NULL;
2003} 1901}
2004 1902
2005/* 1903/*
2006 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1912 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1913 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1914 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1915 * to be unique.
2018 */ 1916 */
2019
2020object * 1917object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1918present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1919{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1922 return tmp;
2030 } 1923
2031 return NULL; 1924 return 0;
2032} 1925}
2033 1926
2034/* 1927/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2038 */ 1931 */
2039
2040object * 1932object *
2041present_arch_in_ob (const archetype *at, const object *op) 1933present_arch_in_ob (const archetype *at, const object *op)
2042{ 1934{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1936 if (tmp->arch == at)
2048 return tmp; 1937 return tmp;
1938
2049 return NULL; 1939 return NULL;
2050} 1940}
2051 1941
2052/* 1942/*
2053 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2054 */ 1944 */
2055void 1945void
2056flag_inv (object *op, int flag) 1946flag_inv (object *op, int flag)
2057{ 1947{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1948 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1950 {
2064 SET_FLAG (tmp, flag); 1951 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1952 flag_inv (tmp, flag);
2066 } 1953 }
2067} /* 1954}
1955
1956/*
2068 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2069 */ 1958 */
2070void 1959void
2071unflag_inv (object *op, int flag) 1960unflag_inv (object *op, int flag)
2072{ 1961{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1962 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1964 {
2079 CLEAR_FLAG (tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1966 unflag_inv (tmp, flag);
2081 } 1967 }
2082} 1968}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1973 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function. 1974 * him/her-self and all object carried by a call to this function.
2089 */ 1975 */
2090
2091void 1976void
2092set_cheat (object *op) 1977set_cheat (object *op)
2093{ 1978{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 2002 * customized, changed states, etc.
2118 */ 2003 */
2119
2120int 2004int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 2006{
2123 int
2124 i,
2125 index = 0, flag; 2007 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2128 2009
2129 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2130 { 2011 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 2013 if (!flag)
2133 altern[index++] = i; 2014 altern [index++] = i;
2134 2015
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2142 */ 2023 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2025 stop = maxfree[i];
2145 } 2026 }
2027
2146 if (!index) 2028 if (!index)
2147 return -1; 2029 return -1;
2030
2148 return altern[RANDOM () % index]; 2031 return altern[RANDOM () % index];
2149} 2032}
2150 2033
2151/* 2034/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2037 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2038 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2039 */
2157
2158int 2040int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2041find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2042{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2043 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2045 return i;
2168 } 2046
2169 return -1; 2047 return -1;
2170} 2048}
2171 2049
2172/* 2050/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2054 */
2176static void 2055static void
2177permute (int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2178{ 2057{
2179 int 2058 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2059 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2060
2190 tmp = arr[i]; 2061 while (--end)
2191 arr[i] = arr[j]; 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2063}
2195 2064
2196/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2067 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2070 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2071 */
2203void 2072void
2204get_search_arr (int *search_arr) 2073get_search_arr (int *search_arr)
2205{ 2074{
2206 int 2075 int i;
2207 i;
2208 2076
2209 for (i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2078 search_arr[i] = i;
2212 }
2213 2079
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2083}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2093 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2094 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2095 * there is capable of.
2230 */ 2096 */
2231
2232int 2097int
2233find_dir (maptile *m, int x, int y, object *exclude) 2098find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2099{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2238 2101
2239 sint16 nx, ny; 2102 sint16 nx, ny;
2240 object * 2103 object *tmp;
2241 tmp;
2242 maptile * 2104 maptile *mp;
2243 mp;
2244 2105
2245 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2246 2107
2247 if (exclude && exclude->head) 2108 if (exclude && exclude->head)
2248 { 2109 {
2260 mp = m; 2121 mp = m;
2261 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2263 2124
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2265 if (mflags & P_OUT_OF_MAP) 2127 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2128 max = maxfree[i];
2268 }
2269 else 2129 else
2270 { 2130 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2272 2134
2273 if ((move_type & blocked) == move_type) 2135 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2136 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2137 else if (mflags & P_IS_ALIVE)
2278 { 2138 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2142 break;
2284 } 2143
2285 }
2286 if (tmp) 2144 if (tmp)
2287 {
2288 return freedir[i]; 2145 return freedir[i];
2289 }
2290 } 2146 }
2291 } 2147 }
2292 } 2148 }
2149
2293 return 0; 2150 return 0;
2294} 2151}
2295 2152
2296/* 2153/*
2297 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2155 * distance between the two given objects.
2299 */ 2156 */
2300
2301int 2157int
2302distance (const object *ob1, const object *ob2) 2158distance (const object *ob1, const object *ob2)
2303{ 2159{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2160 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2161}
2310 2162
2311/* 2163/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2164 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2165 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2315 */ 2167 */
2316
2317int 2168int
2318find_dir_2 (int x, int y) 2169find_dir_2 (int x, int y)
2319{ 2170{
2320 int 2171 int q;
2321 q;
2322 2172
2323 if (y) 2173 if (y)
2324 q = x * 100 / y; 2174 q = x * 100 / y;
2325 else if (x) 2175 else if (x)
2326 q = -300 * x; 2176 q = -300 * x;
2361int 2211int
2362absdir (int d) 2212absdir (int d)
2363{ 2213{
2364 while (d < 1) 2214 while (d < 1)
2365 d += 8; 2215 d += 8;
2216
2366 while (d > 8) 2217 while (d > 8)
2367 d -= 8; 2218 d -= 8;
2219
2368 return d; 2220 return d;
2369} 2221}
2370 2222
2371/* 2223/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2374 */ 2226 */
2375 2227
2376int 2228int
2377dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2378{ 2230{
2379 int 2231 int d;
2380 d;
2381 2232
2382 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2383 if (d > 4) 2234 if (d > 4)
2384 d = 8 - d; 2235 d = 8 - d;
2236
2385 return d; 2237 return d;
2386} 2238}
2387 2239
2388/* peterm: 2240/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2247 * functions.
2396 */ 2248 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2304 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2456 */ 2306 */
2457
2458
2459int 2307int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2309{
2462 sint16 dx, dy; 2310 sint16 dx, dy;
2463 int
2464 mflags; 2311 int mflags;
2465 2312
2466 if (dir < 0) 2313 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2468 2315
2469 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2482 return 0; 2329 return 0;
2483 2330
2484 /* yes, can see. */ 2331 /* yes, can see. */
2485 if (dir < 9) 2332 if (dir < 9)
2486 return 1; 2333 return 1;
2334
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2338}
2490
2491
2492 2339
2493/* 2340/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2357}
2511 2358
2512
2513/* 2359/*
2514 * create clone from object to another 2360 * create clone from object to another
2515 */ 2361 */
2516object * 2362object *
2517object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2536 { 2382 {
2537 dst = tmp; 2383 dst = tmp;
2538 tmp->head = 0; 2384 tmp->head = 0;
2539 } 2385 }
2540 else 2386 else
2541 {
2542 tmp->head = dst; 2387 tmp->head = dst;
2543 }
2544 2388
2545 tmp->more = 0; 2389 tmp->more = 0;
2546 2390
2547 if (prev) 2391 if (prev)
2548 prev->more = tmp; 2392 prev->more = tmp;
2560/* Basically, we save the content of the string to a temp file, then call */ 2404/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */ 2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */ 2406/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */ 2407/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2565
2566object * 2409object *
2567load_object_str (const char *obstr) 2410load_object_str (const char *obstr)
2568{ 2411{
2569 object *op; 2412 object *op;
2570 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2600 * returns NULL if no match. 2443 * returns NULL if no match.
2601 */ 2444 */
2602object * 2445object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2447{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2449 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2450 return tmp;
2610 2451
2611 return NULL; 2452 return 0;
2612} 2453}
2613 2454
2614/* If ob has a field named key, return the link from the list, 2455/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2456 * otherwise return NULL.
2616 * 2457 *
2618 * do the desired thing. 2459 * do the desired thing.
2619 */ 2460 */
2620key_value * 2461key_value *
2621get_ob_key_link (const object *ob, const char *key) 2462get_ob_key_link (const object *ob, const char *key)
2622{ 2463{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2464 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2465 if (link->key == key)
2627 return link; 2466 return link;
2628 2467
2629 return NULL; 2468 return 0;
2630} 2469}
2631 2470
2632/* 2471/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2472 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2473 *
2674 * Returns TRUE on success. 2513 * Returns TRUE on success.
2675 */ 2514 */
2676int 2515int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2516set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2517{
2679 key_value *
2680 field = NULL, *last = NULL; 2518 key_value *field = NULL, *last = NULL;
2681 2519
2682 for (field = op->key_values; field != NULL; field = field->next) 2520 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2521 {
2684 if (field->key != canonical_key) 2522 if (field->key != canonical_key)
2685 { 2523 {
2713 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2714 2552
2715 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2716 2554
2717 if (!add_key) 2555 if (!add_key)
2718 {
2719 return FALSE; 2556 return FALSE;
2720 } 2557
2721 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2725 * should pass in "" 2562 * should pass in ""

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