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Comparing deliantra/server/common/object.C (file contents):
Revision 1.70 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.100 by root, Mon Jan 1 12:28:45 2007 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 226 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 227 || ob1->name != ob2->name
229 || ob1->title != ob2->title 228 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 230 || ob1->weight != ob2->weight
277 276
278 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
352 op = op->env; 351 op = op->env;
353 return op; 352 return op;
354} 353}
355 354
356/* 355/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 357 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
375 */ 359 */
376 360
379{ 363{
380 if (!op) 364 if (!op)
381 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
382 366
383 object_freezer freezer; 367 object_freezer freezer;
384 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
385 return freezer.as_string (); 369 return freezer.as_string ();
386} 370}
387 371
388/* 372/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
482 } 466 }
483 467
484 op->key_values = 0; 468 op->key_values = 0;
485} 469}
486 470
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/* 471/*
530 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 481{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 484
543 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 486
549 if (is_freed) 487 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
551 489
552 if (is_removed) 490 if (is_removed)
583 tail = new_link; 521 tail = new_link;
584 } 522 }
585 } 523 }
586 } 524 }
587 525
588 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
589} 527}
590 528
591object * 529object *
592object::clone () 530object::clone ()
593{ 531{
599/* 537/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
603 */ 541 */
604
605void 542void
606update_turn_face (object *op) 543update_turn_face (object *op)
607{ 544{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 546 return;
547
610 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
612} 550}
613 551
614/* 552/*
615 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
618 */ 556 */
619void 557void
620update_ob_speed (object *op) 558object::set_speed (float speed)
621{ 559{
622 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 561 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 563 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 564 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 565
647 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 567
651 if (op->active_next != NULL) 568 if (has_active_speed ())
652 op->active_next->active_prev = op; 569 activate ();
653
654 active_objects = op;
655 }
656 else 570 else
657 { 571 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 572}
681 573
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 574/*
714 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 578 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
721 * 582 *
722 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 584 * current action are:
728 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
733 */ 590 */
734
735void 591void
736update_object (object *op, int action) 592update_object (object *op, int action)
737{ 593{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
740 595
741 if (op == NULL) 596 if (op == NULL)
742 { 597 {
743 /* this should never happen */ 598 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 600 return;
746 } 601 }
747 602
748 if (op->env != NULL) 603 if (op->env)
749 { 604 {
750 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
751 * to do in this case. 606 * to do in this case.
752 */ 607 */
753 return; 608 return;
758 */ 613 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 615 return;
761 616
762 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 619 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 621#ifdef MANY_CORES
767 abort (); 622 abort ();
768#endif 623#endif
769 return; 624 return;
770 } 625 }
771 626
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
779 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
780 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 644 * to have move_allow right now.
804 */ 645 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 648 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 649 }
811
812 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 652 * that is being removed.
815 */ 653 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 655 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
820 else 658 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 660
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 661 if (op->more)
830 update_object (op->more, action); 662 update_object (op->more, action);
831} 663}
832 664
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first; 665object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848 666
849object::object () 667object::object ()
850{ 668{
851 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
852 670
884 702
885 prev = 0; 703 prev = 0;
886 next = 0; 704 next = 0;
887} 705}
888 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
889object *object::create () 831object *object::create ()
890{ 832{
891 object *op = new object; 833 object *op = new object;
892 op->link (); 834 op->link ();
893 return op; 835 return op;
894} 836}
895 837
896/* 838void
897 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 840{
908 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
909 return; 851 return;
910 852
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
912 remove_friendly_object (this);
913 854
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
915 remove ();
916 856
917 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
918 858
919 if (more) 859 destroy_inv (true);
920 { 860 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 861
967 // hack to ensure that freed objects still have a valid map 862 // hack to ensure that freed objects still have a valid map
968 { 863 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 864 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 865
974 869
975 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 871 freed_map->width = 3;
977 freed_map->height = 3; 872 freed_map->height = 3;
978 873
979 freed_map->allocate (); 874 freed_map->alloc ();
980 } 875 }
981 876
982 map = freed_map; 877 map = freed_map;
983 x = 1; 878 x = 1;
984 y = 1; 879 y = 1;
985 } 880 }
986 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
987 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
988 owner = 0; 891 owner = 0;
989 enemy = 0; 892 enemy = 0;
990 attacked_by = 0; 893 attacked_by = 0;
991 894
992 // only relevant for players(?), but make sure of it anyways 895 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 896 contr = 0;
897}
994 898
995 /* Remove object from the active list */ 899void
996 speed = 0; 900object::destroy (bool destroy_inventory)
997 update_ob_speed (this); 901{
902 if (destroyed ())
903 return;
998 904
999 unlink (); 905 if (destroy_inventory)
906 destroy_inv (false);
1000 907
1001 mortals.push_back (this); 908 attachable::destroy ();
1002} 909}
1003 910
1004/* 911/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 937object::remove ()
1031{ 938{
1032 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1033 object *otmp; 940 object *otmp;
1034 941
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 943 return;
1039 944
1040 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1041 947
1042 if (more) 948 if (more)
1043 more->remove (); 949 more->remove ();
1044 950
1045 /* 951 /*
1055 961
1056 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 964 * to save cpu time.
1059 */ 965 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 967 otmp->update_stats ();
1062 968
1063 if (above != NULL) 969 if (above)
1064 above->below = below; 970 above->below = below;
1065 else 971 else
1066 env->inv = below; 972 env->inv = below;
1067 973
1068 if (below != NULL) 974 if (below)
1069 below->above = above; 975 below->above = above;
1070 976
1071 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 983 above = 0, below = 0;
1078 env = 0; 984 env = 0;
1079 } 985 }
1080 else if (map) 986 else if (map)
1081 { 987 {
1082 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
1085 995
1086 /* link the object above us */ 996 /* link the object above us */
1087 if (above) 997 if (above)
1088 above->below = below; 998 above->below = below;
1089 else 999 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1091 1001
1092 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1093 if (below) 1003 if (below)
1094 below->above = above; 1004 below->above = above;
1095 else 1005 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1018 LOG (llevError, "%s\n", dump);
1109 free (dump); 1019 free (dump);
1110 } 1020 }
1111 1021
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1023 }
1114 1024
1115 above = 0; 1025 above = 0;
1116 below = 0; 1026 below = 0;
1117 1027
1118 if (map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1119 return; 1029 return;
1120 1030
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1032
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1124 { 1034 {
1125 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1126 * being removed. 1036 * being removed.
1127 */ 1037 */
1128 1038
1132 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1133 * appropriately. 1043 * appropriately.
1134 */ 1044 */
1135 if (tmp->container == this) 1045 if (tmp->container == this)
1136 { 1046 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1048 tmp->container = 0;
1139 } 1049 }
1140 1050
1051 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1052 tmp->contr->ns->floorbox_update ();
1142 } 1053 }
1143 1054
1144 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1145 if (check_walk_off 1056 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1057 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1059 {
1149 move_apply (tmp, this, 0); 1060 move_apply (tmp, this, 0);
1151 if (destroyed ()) 1062 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1064 }
1154 1065
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1157 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1158 tmp->above = 0; 1069 tmp->above = 0;
1159 1070
1160 last = tmp; 1071 last = tmp;
1161 } 1072 }
1162 1073
1163 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1076 if (!last)
1165 { 1077 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1078 else
1175 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1176 1080
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1082 update_all_los (map, x, y);
1179 } 1083 }
1180} 1084}
1181 1085
1182/* 1086/*
1191merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1192{ 1096{
1193 if (!op->nrof) 1097 if (!op->nrof)
1194 return 0; 1098 return 0;
1195 1099
1196 if (top == NULL) 1100 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1198 1103
1199 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1200 { 1105 {
1201 if (top == op) 1106 if (top == op)
1202 continue; 1107 continue;
1203 1108
1204 if (object::can_merge (op, top)) 1109 if (object::can_merge (op, top))
1220 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1221 */ 1126 */
1222object * 1127object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1129{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1131 {
1232 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1234 } 1134 }
1235 1135
1254 * Return value: 1154 * Return value:
1255 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1157 * just 'op' otherwise
1258 */ 1158 */
1259
1260object * 1159object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1161{
1263 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1163 sint16 x, y;
1267 { 1166 {
1268 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL; 1168 return NULL;
1270 } 1169 }
1271 1170
1272 if (m == NULL) 1171 if (!m)
1273 { 1172 {
1274 char *dump = dump_object (op); 1173 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump); 1175 free (dump);
1277 return op; 1176 return op;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1198 free (dump);
1300 return op; 1199 return op;
1301 } 1200 }
1302 1201
1303 if (op->more != NULL) 1202 if (op->more)
1304 { 1203 {
1305 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1306 1205
1307 object *more = op->more; 1206 object *more = op->more;
1308 1207
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1224 {
1326 if (!op->head) 1225 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1227
1329 return NULL; 1228 return 0;
1330 } 1229 }
1331 } 1230 }
1332 1231
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1233
1341 y = op->y; 1240 y = op->y;
1342 1241
1343 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1344 */ 1243 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1246 if (object::can_merge (op, tmp))
1348 { 1247 {
1349 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1249 tmp->destroy ();
1351 } 1250 }
1368 op->below = originator->below; 1267 op->below = originator->below;
1369 1268
1370 if (op->below) 1269 if (op->below)
1371 op->below->above = op; 1270 op->below->above = op;
1372 else 1271 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1374 1273
1375 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1376 originator->below = op; 1275 originator->below = op;
1377 } 1276 }
1378 else 1277 else
1379 { 1278 {
1380 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 { 1281 {
1383 object *last = NULL; 1282 object *last = 0;
1384 1283
1385 /* 1284 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1396 */ 1295 */
1397
1398 while (top != NULL) 1296 while (top)
1399 { 1297 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1299 floor = top;
1402 1300
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1424 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1324 * stacking is a bit odd.
1427 */ 1325 */
1428 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1328 {
1431 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1331 break;
1434 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457 1355
1458 if (op->above) 1356 if (op->above)
1459 op->above->below = op; 1357 op->above->below = op;
1460 1358
1461 op->below = NULL; 1359 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1463 } 1361 }
1464 else 1362 else
1465 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1466 op->above = top->above; 1364 op->above = top->above;
1467 1365
1470 1368
1471 op->below = top; 1369 op->below = top;
1472 top->above = op; 1370 top->above = op;
1473 } 1371 }
1474 1372
1475 if (op->above == NULL) 1373 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1478 1376
1479 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1480 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1383
1384 op->map->dirty = true;
1481 1385
1482 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1484 */ 1388 */
1485 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1392 pl->contr->ns->floorbox_update ();
1489 1393
1490 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1401 * of effect may be sufficient.
1498 */ 1402 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1501 1405
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1408
1409 INVOKE_OBJECT (INSERT, op);
1504 1410
1505 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1412 * we want to have floorbox_update called before calling this.
1507 * 1413 *
1508 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1513 1419
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1422 {
1517 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1518 return NULL; 1424 return 0;
1519 1425
1520 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1427 * walk on's.
1522 */ 1428 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1525 return NULL; 1431 return 0;
1526 } 1432 }
1527 1433
1528 return op; 1434 return op;
1529} 1435}
1530 1436
1531/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1534 */ 1440 */
1535void 1441void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1443{
1538 object * 1444 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1445
1543 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1544 1447
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1453
1551 tmp1->x = op->x; 1454 tmp1->x = op->x;
1552 tmp1->y = op->y; 1455 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1554} 1463}
1555 1464
1556/* 1465/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1470 * global static errmsg array.
1562 */ 1471 */
1563
1564object * 1472object *
1565get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1566{ 1474{
1567 object *newob; 1475 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1604 1512
1605object * 1513object *
1606decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1607{ 1515{
1608 object *tmp; 1516 object *tmp;
1609 player *pl;
1610 1517
1611 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1519 return op;
1613 1520
1614 if (i > op->nrof) 1521 if (i > op->nrof)
1615 i = op->nrof; 1522 i = op->nrof;
1616 1523
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1525 op->nrof -= i;
1619 else if (op->env != NULL) 1526 else if (op->env)
1620 { 1527 {
1621 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1622 * therein? 1529 * therein?
1623 */ 1530 */
1624 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1536 * and then searching the map for a player.
1630 */ 1537 */
1631 if (!tmp) 1538 if (!tmp)
1632 { 1539 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1635 break; 1543 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1544 }
1641 1545
1642 if (i < op->nrof) 1546 if (i < op->nrof)
1643 { 1547 {
1644 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1549 op->nrof -= i;
1646 if (tmp) 1550 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1649 }
1650 } 1552 }
1651 else 1553 else
1652 { 1554 {
1653 op->remove (); 1555 op->remove ();
1654 op->nrof = 0; 1556 op->nrof = 0;
1655 if (tmp) 1557 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1559 }
1660 } 1560 }
1661 else 1561 else
1662 { 1562 {
1663 object *above = op->above; 1563 object *above = op->above;
1669 op->remove (); 1569 op->remove ();
1670 op->nrof = 0; 1570 op->nrof = 0;
1671 } 1571 }
1672 1572
1673 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1676 { 1576 {
1677 if (op->nrof) 1577 if (op->nrof)
1678 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1679 else 1579 else
1684 if (op->nrof) 1584 if (op->nrof)
1685 return op; 1585 return op;
1686 else 1586 else
1687 { 1587 {
1688 op->destroy (); 1588 op->destroy ();
1689 return NULL; 1589 return 0;
1690 } 1590 }
1691} 1591}
1692 1592
1693/* 1593/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1783 } 1683 }
1784 else 1684 else
1785 add_weight (this, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1786 1686
1787 otmp = is_player_inv (this); 1687 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1688 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1690 otmp->update_stats ();
1791 1691
1792 op->map = NULL; 1692 op->map = 0;
1793 op->env = this; 1693 op->env = this;
1794 op->above = NULL; 1694 op->above = 0;
1795 op->below = NULL; 1695 op->below = 0;
1796 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1797 1697
1798 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1699 if ((op->glow_radius != 0) && map)
1800 { 1700 {
1801#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1704 if (map->darkness)
1805 update_all_los (map, x, y); 1705 update_all_los (map, x, y);
1806 } 1706 }
1807 1707
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1709 * It sure simplifies this function...
1814 { 1714 {
1815 op->below = inv; 1715 op->below = inv;
1816 op->below->above = op; 1716 op->below->above = op;
1817 inv = op; 1717 inv = op;
1818 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1819 1721
1820 return op; 1722 return op;
1821} 1723}
1822 1724
1823/* 1725/*
1838 * 1740 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top. 1743 * on top.
1842 */ 1744 */
1843
1844int 1745int
1845check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1846{ 1747{
1847 object *tmp; 1748 object *tmp;
1848 maptile *m = op->map; 1749 maptile *m = op->map;
1875 1776
1876 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1878 */ 1779 */
1879 1780
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1881 { 1782 {
1882 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1785 * we don't need to check all of them.
1885 */ 1786 */
1940/* 1841/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1944 */ 1845 */
1945
1946object * 1846object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1848{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
1953 { 1850 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1852 return NULL;
1956 } 1853 }
1854
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if (tmp->arch == at) 1856 if (tmp->arch == at)
1959 return tmp; 1857 return tmp;
1858
1960 return NULL; 1859 return NULL;
1961} 1860}
1962 1861
1963/* 1862/*
1964 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1967 */ 1866 */
1968
1969object * 1867object *
1970present (unsigned char type, maptile *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
1971{ 1869{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
1976 { 1871 {
1977 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1873 return NULL;
1979 } 1874 }
1875
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1981 if (tmp->type == type) 1877 if (tmp->type == type)
1982 return tmp; 1878 return tmp;
1879
1983 return NULL; 1880 return NULL;
1984} 1881}
1985 1882
1986/* 1883/*
1987 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1990 */ 1887 */
1991
1992object * 1888object *
1993present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
1994{ 1890{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1892 if (tmp->type == type)
2000 return tmp; 1893 return tmp;
1894
2001 return NULL; 1895 return NULL;
2002} 1896}
2003 1897
2004/* 1898/*
2005 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1910 * to be unique.
2017 */ 1911 */
2018
2019object * 1912object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1914{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1917 return tmp;
2029 } 1918
2030 return NULL; 1919 return 0;
2031} 1920}
2032 1921
2033/* 1922/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2037 */ 1926 */
2038
2039object * 1927object *
2040present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2041{ 1929{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1931 if (tmp->arch == at)
2047 return tmp; 1932 return tmp;
1933
2048 return NULL; 1934 return NULL;
2049} 1935}
2050 1936
2051/* 1937/*
2052 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2053 */ 1939 */
2054void 1940void
2055flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2056{ 1942{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1943 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1945 {
2063 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2065 } 1948 }
2066} /* 1949}
1950
1951/*
2067 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2068 */ 1953 */
2069void 1954void
2070unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2071{ 1956{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1957 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1959 {
2078 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2080 } 1962 }
2081} 1963}
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2088 */ 1970 */
2089
2090void 1971void
2091set_cheat (object *op) 1972set_cheat (object *op)
2092{ 1973{
2093 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 1997 * customized, changed states, etc.
2117 */ 1998 */
2118
2119int 1999int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 2001{
2122 int
2123 i,
2124 index = 0, flag; 2002 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2127 2004
2128 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2129 { 2006 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag) 2008 if (!flag)
2132 altern[index++] = i; 2009 altern [index++] = i;
2133 2010
2134 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2141 */ 2018 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2020 stop = maxfree[i];
2144 } 2021 }
2022
2145 if (!index) 2023 if (!index)
2146 return -1; 2024 return -1;
2025
2147 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2148} 2027}
2149 2028
2150/* 2029/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2034 */
2156
2157int 2035int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2037{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2040 return i;
2167 } 2041
2168 return -1; 2042 return -1;
2169} 2043}
2170 2044
2171/* 2045/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2049 */
2175static void 2050static void
2176permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2177{ 2052{
2178 int 2053 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2054 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2055
2189 tmp = arr[i]; 2056 while (--end)
2190 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2058}
2194 2059
2195/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2066 */
2202void 2067void
2203get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2204{ 2069{
2205 int 2070 int i;
2206 i;
2207 2071
2208 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2073 search_arr[i] = i;
2211 }
2212 2074
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2078}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2090 * there is capable of.
2229 */ 2091 */
2230
2231int 2092int
2232find_dir (maptile *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2094{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2237 2096
2238 sint16 nx, ny; 2097 sint16 nx, ny;
2239 object * 2098 object *tmp;
2240 tmp;
2241 maptile * 2099 maptile *mp;
2242 mp;
2243 2100
2244 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2245 2102
2246 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2247 { 2104 {
2259 mp = m; 2116 mp = m;
2260 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2262 2119
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2264 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2123 max = maxfree[i];
2267 }
2268 else 2124 else
2269 { 2125 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2271 2129
2272 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2131 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2277 { 2133 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break; 2137 break;
2283 } 2138
2284 }
2285 if (tmp) 2139 if (tmp)
2286 {
2287 return freedir[i]; 2140 return freedir[i];
2288 }
2289 } 2141 }
2290 } 2142 }
2291 } 2143 }
2144
2292 return 0; 2145 return 0;
2293} 2146}
2294 2147
2295/* 2148/*
2296 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2150 * distance between the two given objects.
2298 */ 2151 */
2299
2300int 2152int
2301distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2302{ 2154{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2156}
2309 2157
2310/* 2158/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2314 */ 2162 */
2315
2316int 2163int
2317find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2318{ 2165{
2319 int 2166 int q;
2320 q;
2321 2167
2322 if (y) 2168 if (y)
2323 q = x * 100 / y; 2169 q = x * 100 / y;
2324 else if (x) 2170 else if (x)
2325 q = -300 * x; 2171 q = -300 * x;
2360int 2206int
2361absdir (int d) 2207absdir (int d)
2362{ 2208{
2363 while (d < 1) 2209 while (d < 1)
2364 d += 8; 2210 d += 8;
2211
2365 while (d > 8) 2212 while (d > 8)
2366 d -= 8; 2213 d -= 8;
2214
2367 return d; 2215 return d;
2368} 2216}
2369 2217
2370/* 2218/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 */ 2221 */
2374 2222
2375int 2223int
2376dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2377{ 2225{
2378 int 2226 int d;
2379 d;
2380 2227
2381 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2382 if (d > 4) 2229 if (d > 4)
2383 d = 8 - d; 2230 d = 8 - d;
2231
2384 return d; 2232 return d;
2385} 2233}
2386 2234
2387/* peterm: 2235/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2242 * functions.
2395 */ 2243 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2299 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2455 */ 2301 */
2456
2457
2458int 2302int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2304{
2461 sint16 dx, dy; 2305 sint16 dx, dy;
2462 int
2463 mflags; 2306 int mflags;
2464 2307
2465 if (dir < 0) 2308 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2467 2310
2468 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2481 return 0; 2324 return 0;
2482 2325
2483 /* yes, can see. */ 2326 /* yes, can see. */
2484 if (dir < 9) 2327 if (dir < 9)
2485 return 1; 2328 return 1;
2329
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2333}
2489
2490
2491 2334
2492/* 2335/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2352}
2510 2353
2511
2512/* 2354/*
2513 * create clone from object to another 2355 * create clone from object to another
2514 */ 2356 */
2515object * 2357object *
2516object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2535 { 2377 {
2536 dst = tmp; 2378 dst = tmp;
2537 tmp->head = 0; 2379 tmp->head = 0;
2538 } 2380 }
2539 else 2381 else
2540 {
2541 tmp->head = dst; 2382 tmp->head = dst;
2542 }
2543 2383
2544 tmp->more = 0; 2384 tmp->more = 0;
2545 2385
2546 if (prev) 2386 if (prev)
2547 prev->more = tmp; 2387 prev->more = tmp;
2559/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2564
2565object * 2404object *
2566load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2567{ 2406{
2568 object *op; 2407 object *op;
2569 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2599 * returns NULL if no match. 2438 * returns NULL if no match.
2600 */ 2439 */
2601object * 2440object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2442{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2445 return tmp;
2609 2446
2610 return NULL; 2447 return 0;
2611} 2448}
2612 2449
2613/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2451 * otherwise return NULL.
2615 * 2452 *
2617 * do the desired thing. 2454 * do the desired thing.
2618 */ 2455 */
2619key_value * 2456key_value *
2620get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2621{ 2458{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2460 if (link->key == key)
2626 return link; 2461 return link;
2627 2462
2628 return NULL; 2463 return 0;
2629} 2464}
2630 2465
2631/* 2466/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2468 *
2673 * Returns TRUE on success. 2508 * Returns TRUE on success.
2674 */ 2509 */
2675int 2510int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2512{
2678 key_value *
2679 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2680 2514
2681 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2516 {
2683 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2684 { 2518 {
2712 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2713 2547
2714 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2715 2549
2716 if (!add_key) 2550 if (!add_key)
2717 {
2718 return FALSE; 2551 return FALSE;
2719 } 2552
2720 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2724 * should pass in "" 2557 * should pass in ""
2773 } 2606 }
2774 else 2607 else
2775 item = item->env; 2608 item = item->env;
2776} 2609}
2777 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2778// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2779const char * 2639const char *
2780object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2781{ 2641{
2642 char flagdesc[512];
2782 char info2[256 * 3]; 2643 char info2[256 * 4];
2783 char *p = info; 2644 char *p = info;
2784 2645
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2786 count, 2647 count, uuid.seq,
2787 &name, 2648 &name,
2788 title ? " " : "", 2649 title ? "\",title:" : "",
2789 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2790 2652
2791 if (env) 2653 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2655
2794 if (map) 2656 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2796 2658
2797 return info; 2659 return info;
2798} 2660}
2799 2661
2800const char * 2662const char *

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