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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.83 by root, Mon Dec 25 14:43:22 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 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 ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
467 } 467 }
468 468
469 op->key_values = 0; 469 op->key_values = 0;
470} 470}
471 471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 472/*
515 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
518 * 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,
524{ 482{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 485
528 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 487
534 if (is_freed) 488 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
536 490
537 if (is_removed) 491 if (is_removed)
694 op->active_next = NULL; 648 op->active_next = NULL;
695 op->active_prev = NULL; 649 op->active_prev = NULL;
696} 650}
697 651
698/* 652/*
699 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
701 * 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
702 * invisible object, etc...) 656 * invisible object, etc...)
703 * 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
704 * 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
705 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
706 * 660 *
707 * 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.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 662 * current action are:
713 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
715 * 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
716 * 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.
717 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
718 */ 668 */
719
720void 669void
721update_object (object *op, int action) 670update_object (object *op, int action)
722{ 671{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
725 673
726 if (op == NULL) 674 if (op == NULL)
727 { 675 {
728 /* this should never happen */ 676 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 678 return;
731 } 679 }
732 680
733 if (op->env != NULL) 681 if (op->env)
734 { 682 {
735 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
736 * to do in this case. 684 * to do in this case.
737 */ 685 */
738 return; 686 return;
743 */ 691 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 692 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 693 return;
746 694
747 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
748 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)
749 { 697 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 699#ifdef MANY_CORES
752 abort (); 700 abort ();
753#endif 701#endif
754 return; 702 return;
755 } 703 }
756 704
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
764 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
765 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* 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
788 * to have move_allow right now. 722 * to have move_allow right now.
789 */ 723 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 726 m.flags_ = P_NEED_UPDATE;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 727 }
796
797 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 730 * that is being removed.
800 */ 731 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
803 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
805 else 736 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 738
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 739 if (op->more)
815 update_object (op->more, action); 740 update_object (op->more, action);
816} 741}
817 742
818object::vector object::mortals;
819object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
820object *object::first; 744object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832}
833 745
834object::object () 746object::object ()
835{ 747{
836 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
837 749
886 * this function to succeed. 798 * this function to succeed.
887 * 799 *
888 * 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
889 * inventory to the ground. 801 * inventory to the ground.
890 */ 802 */
891void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
892{ 805{
893 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])
894 return; 818 return;
895 819
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
897 remove_friendly_object (this);
898
899 if (!QUERY_FLAG (this, FLAG_REMOVED))
900 remove ();
901
902 SET_FLAG (this, FLAG_FREED);
903
904 if (more)
905 {
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909
910 if (inv)
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 821
952 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
953 { 823 {
954 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
955 825
967 map = freed_map; 837 map = freed_map;
968 x = 1; 838 x = 1;
969 y = 1; 839 y = 1;
970 } 840 }
971 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
972 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
973 owner = 0; 847 owner = 0;
974 enemy = 0; 848 enemy = 0;
975 attacked_by = 0; 849 attacked_by = 0;
976 850
980 /* Remove object from the active list */ 854 /* Remove object from the active list */
981 speed = 0; 855 speed = 0;
982 update_ob_speed (this); 856 update_ob_speed (this);
983 857
984 unlink (); 858 unlink ();
859}
985 860
986 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 ();
987} 923}
988 924
989/* 925/*
990 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
1015object::remove () 951object::remove ()
1016{ 952{
1017 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1018 object *otmp; 954 object *otmp;
1019 955
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 957 return;
1024 958
1025 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1026 961
1027 if (more) 962 if (more)
1028 more->remove (); 963 more->remove ();
1029 964
1030 /* 965 /*
1041 /* 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
1042 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 978 * to save cpu time.
1044 */ 979 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 981 otmp->update_stats ();
1047 982
1048 if (above != NULL) 983 if (above != NULL)
1049 above->below = below; 984 above->below = below;
1050 else 985 else
1051 env->inv = below; 986 env->inv = below;
1070 1005
1071 /* link the object above us */ 1006 /* link the object above us */
1072 if (above) 1007 if (above)
1073 above->below = below; 1008 above->below = below;
1074 else 1009 else
1075 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 */
1076 1011
1077 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1078 if (below) 1013 if (below)
1079 below->above = above; 1014 below->above = above;
1080 else 1015 else
1092 dump = dump_object (GET_MAP_OB (map, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1094 free (dump); 1029 free (dump);
1095 } 1030 }
1096 1031
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1032 map->at (x, y).bottom = above; /* goes on above it. */
1098 } 1033 }
1099 1034
1100 above = 0; 1035 above = 0;
1101 below = 0; 1036 below = 0;
1102 1037
1103 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1104 return; 1039 return;
1105 1040
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1042
1108 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)
1109 { 1044 {
1110 /* 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
1111 * being removed. 1046 * being removed.
1117 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1118 * appropriately. 1053 * appropriately.
1119 */ 1054 */
1120 if (tmp->container == this) 1055 if (tmp->container == this)
1121 { 1056 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1058 tmp->container = 0;
1124 } 1059 }
1125 1060
1061 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1062 tmp->contr->ns->floorbox_update ();
1127 } 1063 }
1128 1064
1129 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1130 if (check_walk_off 1066 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1145 last = tmp; 1081 last = tmp;
1146 } 1082 }
1147 1083
1148 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1149 if (!last) 1085 if (!last)
1150 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1087 else
1160 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1161 1089
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1164 } 1092 }
1165} 1093}
1166 1094
1167/* 1095/*
1176merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1177{ 1105{
1178 if (!op->nrof) 1106 if (!op->nrof)
1179 return 0; 1107 return 0;
1180 1108
1181 if (top == NULL) 1109 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1183 1112
1184 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1185 { 1114 {
1186 if (top == op) 1115 if (top == op)
1187 continue; 1116 continue;
1188 1117
1189 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1239 * Return value: 1168 * Return value:
1240 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1171 * just 'op' otherwise
1243 */ 1172 */
1244
1245object * 1173object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1175{
1248 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1249 sint16 x, y; 1177 sint16 x, y;
1283 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);
1284 free (dump); 1212 free (dump);
1285 return op; 1213 return op;
1286 } 1214 }
1287 1215
1288 if (op->more != NULL) 1216 if (op->more)
1289 { 1217 {
1290 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1291 1219
1292 object *more = op->more; 1220 object *more = op->more;
1293 1221
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 { 1238 {
1311 if (!op->head) 1239 if (!op->head)
1312 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");
1313 1241
1314 return NULL; 1242 return 0;
1315 } 1243 }
1316 } 1244 }
1317 1245
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1247
1353 op->below = originator->below; 1281 op->below = originator->below;
1354 1282
1355 if (op->below) 1283 if (op->below)
1356 op->below->above = op; 1284 op->below->above = op;
1357 else 1285 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bottom = op;
1359 1287
1360 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1361 originator->below = op; 1289 originator->below = op;
1362 } 1290 }
1363 else 1291 else
1409 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1339 * stacking is a bit odd.
1412 */ 1340 */
1413 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1414 (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))
1415 { 1343 {
1416 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1346 break;
1419 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1442 1370
1443 if (op->above) 1371 if (op->above)
1444 op->above->below = op; 1372 op->above->below = op;
1445 1373
1446 op->below = NULL; 1374 op->below = NULL;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bottom = op;
1448 } 1376 }
1449 else 1377 else
1450 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1451 op->above = top->above; 1379 op->above = top->above;
1452 1380
1456 op->below = top; 1384 op->below = top;
1457 top->above = op; 1385 top->above = op;
1458 } 1386 }
1459 1387
1460 if (op->above == NULL) 1388 if (op->above == NULL)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1463 1391
1464 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1465 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1466 1394
1467 /* 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
1468 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1469 */ 1397 */
1470 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1471 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 ())
1472 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1401 pl->contr->ns->floorbox_update ();
1474 1402
1475 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1476 * 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
1477 * 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
1478 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1485 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1486 1414
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1489 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1490 /* 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,
1491 * we want to have floorbox_update called before calling this. 1421 * we want to have floorbox_update called before calling this.
1492 * 1422 *
1493 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1494 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1498 1428
1499 /* 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 */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1431 {
1502 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1503 return NULL; 1433 return 0;
1504 1434
1505 /* 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
1506 * walk on's. 1436 * walk on's.
1507 */ 1437 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1510 return NULL; 1440 return 0;
1511 } 1441 }
1512 1442
1513 return op; 1443 return op;
1514} 1444}
1515 1445
1516/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1517 * 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.
1518 * 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.
1519 */ 1449 */
1520void 1450void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1452{
1523 object * 1453 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1454
1528 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1529 1456
1530 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)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1589 1516
1590object * 1517object *
1591decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1592{ 1519{
1593 object *tmp; 1520 object *tmp;
1594 player *pl;
1595 1521
1596 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1523 return op;
1598 1524
1599 if (i > op->nrof) 1525 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1540 * and then searching the map for a player.
1615 */ 1541 */
1616 if (!tmp) 1542 if (!tmp)
1617 { 1543 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1620 { 1545 {
1621 tmp = pl->ob; 1546 tmp = pl->ob;
1622 break; 1547 break;
1623 } 1548 }
1624 }
1625 1549
1626 if (i < op->nrof) 1550 if (i < op->nrof)
1627 { 1551 {
1628 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1553 op->nrof -= i;
1765 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1766 1690
1767 otmp = this->in_player (); 1691 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1694 otmp->update_stats ();
1771 1695
1772 op->map = 0; 1696 op->map = 0;
1773 op->env = this; 1697 op->env = this;
1774 op->above = 0; 1698 op->above = 0;
1775 op->below = 0; 1699 op->below = 0;
1794 { 1718 {
1795 op->below = inv; 1719 op->below = inv;
1796 op->below->above = op; 1720 op->below->above = op;
1797 inv = op; 1721 inv = op;
1798 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1799 1725
1800 return op; 1726 return op;
1801} 1727}
1802 1728
1803/* 1729/*
1993 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1922 * to be unique.
1997 */ 1923 */
1998
1999object * 1924object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1926{
2002 object * 1927 object *tmp;
2003 tmp;
2004 1928
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1931 return tmp;
2009 } 1932
2010 return NULL; 1933 return 0;
2011} 1934}
2012 1935
2013/* 1936/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2017 */ 1940 */
2018
2019object * 1941object *
2020present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2021{ 1943{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1945 if (tmp->arch == at)
2027 return tmp; 1946 return tmp;
1947
2028 return NULL; 1948 return NULL;
2029} 1949}
2030 1950
2031/* 1951/*
2032 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2033 */ 1953 */
2034void 1954void
2035flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2036{ 1956{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1957 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1959 {
2043 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2045 } 1962 }
2046} /* 1963}
1964
1965/*
2047 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2048 */ 1967 */
2049void 1968void
2050unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2051{ 1970{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1971 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1973 {
2058 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2060 } 1976 }
2061} 1977}
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
2068 */ 1984 */
2069
2070void 1985void
2071set_cheat (object *op) 1986set_cheat (object *op)
2072{ 1987{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 2008 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 2009 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 2010 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2011 * customized, changed states, etc.
2097 */ 2012 */
2098
2099int 2013int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 2015{
2102 int
2103 i,
2104 index = 0, flag; 2016 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2107 2018
2108 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2109 { 2020 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 2022 if (!flag)
2112 altern[index++] = i; 2023 altern [index++] = i;
2113 2024
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2048 */
2138
2139int 2049int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2051{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2054 return i;
2149 } 2055
2150 return -1; 2056 return -1;
2151} 2057}
2152 2058
2153/* 2059/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2063 */
2157static void 2064static void
2158permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2159{ 2066{
2160 int 2067 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2068 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2069
2171 tmp = arr[i]; 2070 while (--end)
2172 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2072}
2176 2073
2177/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2080 */
2184void 2081void
2185get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2186{ 2083{
2187 int 2084 int i;
2188 i;
2189 2085
2190 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2087 search_arr[i] = i;
2193 }
2194 2088
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2092}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2104 * there is capable of.
2211 */ 2105 */
2212
2213int 2106int
2214find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2108{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2219 2110
2220 sint16 nx, ny; 2111 sint16 nx, ny;
2221 object * 2112 object *tmp;
2222 tmp;
2223 maptile * 2113 maptile *mp;
2224 mp;
2225 2114
2226 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2227 2116
2228 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2229 { 2118 {
2241 mp = m; 2130 mp = m;
2242 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2244 2133
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2246 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2137 max = maxfree[i];
2249 }
2250 else 2138 else
2251 { 2139 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2253 2143
2254 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2145 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2259 { 2147 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2261 { 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2151 break;
2265 } 2152
2266 }
2267 if (tmp) 2153 if (tmp)
2268 {
2269 return freedir[i]; 2154 return freedir[i];
2270 }
2271 } 2155 }
2272 } 2156 }
2273 } 2157 }
2158
2274 return 0; 2159 return 0;
2275} 2160}
2276 2161
2277/* 2162/*
2278 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2164 * distance between the two given objects.
2280 */ 2165 */
2281
2282int 2166int
2283distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2284{ 2168{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2169 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2170}
2291 2171
2292/* 2172/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2173 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2174 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2296 */ 2176 */
2297
2298int 2177int
2299find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2300{ 2179{
2301 int 2180 int q;
2302 q;
2303 2181
2304 if (y) 2182 if (y)
2305 q = x * 100 / y; 2183 q = x * 100 / y;
2306 else if (x) 2184 else if (x)
2307 q = -300 * x; 2185 q = -300 * x;
2342int 2220int
2343absdir (int d) 2221absdir (int d)
2344{ 2222{
2345 while (d < 1) 2223 while (d < 1)
2346 d += 8; 2224 d += 8;
2225
2347 while (d > 8) 2226 while (d > 8)
2348 d -= 8; 2227 d -= 8;
2228
2349 return d; 2229 return d;
2350} 2230}
2351 2231
2352/* 2232/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2355 */ 2235 */
2356 2236
2357int 2237int
2358dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2359{ 2239{
2360 int 2240 int d;
2361 d;
2362 2241
2363 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2364 if (d > 4) 2243 if (d > 4)
2365 d = 8 - d; 2244 d = 8 - d;
2245
2366 return d; 2246 return d;
2367} 2247}
2368 2248
2369/* peterm: 2249/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2256 * functions.
2377 */ 2257 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2313 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2437 */ 2315 */
2438
2439
2440int 2316int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2318{
2443 sint16 dx, dy; 2319 sint16 dx, dy;
2444 int
2445 mflags; 2320 int mflags;
2446 2321
2447 if (dir < 0) 2322 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2449 2324
2450 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2463 return 0; 2338 return 0;
2464 2339
2465 /* yes, can see. */ 2340 /* yes, can see. */
2466 if (dir < 9) 2341 if (dir < 9)
2467 return 1; 2342 return 1;
2343
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2347}
2471
2472
2473 2348
2474/* 2349/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2366}
2492 2367
2493
2494/* 2368/*
2495 * create clone from object to another 2369 * create clone from object to another
2496 */ 2370 */
2497object * 2371object *
2498object_create_clone (object *asrc) 2372object_create_clone (object *asrc)
2517 { 2391 {
2518 dst = tmp; 2392 dst = tmp;
2519 tmp->head = 0; 2393 tmp->head = 0;
2520 } 2394 }
2521 else 2395 else
2522 {
2523 tmp->head = dst; 2396 tmp->head = dst;
2524 }
2525 2397
2526 tmp->more = 0; 2398 tmp->more = 0;
2527 2399
2528 if (prev) 2400 if (prev)
2529 prev->more = tmp; 2401 prev->more = tmp;
2541/* Basically, we save the content of the string to a temp file, then call */ 2413/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */ 2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */ 2415/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */ 2416/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2546
2547object * 2418object *
2548load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2549{ 2420{
2550 object *op; 2421 object *op;
2551 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2581 * returns NULL if no match. 2452 * returns NULL if no match.
2582 */ 2453 */
2583object * 2454object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2456{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2459 return tmp;
2591 2460
2592 return NULL; 2461 return 0;
2593} 2462}
2594 2463
2595/* If ob has a field named key, return the link from the list, 2464/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2465 * otherwise return NULL.
2597 * 2466 *
2599 * do the desired thing. 2468 * do the desired thing.
2600 */ 2469 */
2601key_value * 2470key_value *
2602get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2603{ 2472{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2474 if (link->key == key)
2608 return link; 2475 return link;
2609 2476
2610 return NULL; 2477 return 0;
2611} 2478}
2612 2479
2613/* 2480/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2481 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2482 *
2655 * Returns TRUE on success. 2522 * Returns TRUE on success.
2656 */ 2523 */
2657int 2524int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2526{
2660 key_value *
2661 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2662 2528
2663 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2530 {
2665 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2666 { 2532 {
2694 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2695 2561
2696 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2697 2563
2698 if (!add_key) 2564 if (!add_key)
2699 {
2700 return FALSE; 2565 return FALSE;
2701 } 2566
2702 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2706 * should pass in "" 2571 * should pass in ""

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