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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 1.87 by root, Tue Dec 26 08:54:59 2006 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);
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
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
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)
568 tail = new_link; 522 tail = new_link;
569 } 523 }
570 } 524 }
571 } 525 }
572 526
573 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
574} 528}
575 529
576object * 530object *
577object::clone () 531object::clone ()
578{ 532{
600 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
603 */ 557 */
604void 558void
605update_ob_speed (object *op) 559object::set_speed (float speed)
606{ 560{
607 extern int arch_init; 561 extern int arch_init;
608 562
609 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated. 564 * since they never really need to be updated.
611 */ 565 */
612 566 if (flag [FLAG_FREED] && speed)
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 567 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 569 speed = 0;
620#endif
621 } 570 }
571
572 this->speed = speed;
622 573
623 if (arch_init) 574 if (arch_init)
624 return; 575 return;
625 576
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
627 { 578 {
628 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
630 return; 581 return;
631 582
632 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
633 * of the list. */ 584 * of the list. */
634 op->active_next = active_objects; 585 active_next = active_objects;
635 586
636 if (op->active_next != NULL) 587 if (active_next)
637 op->active_next->active_prev = op; 588 active_next->active_prev = this;
638 589
639 active_objects = op; 590 active_objects = this;
640 } 591 }
641 else 592 else
642 { 593 {
643 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
645 return; 596 return;
646 597
647 if (op->active_prev == NULL) 598 if (!active_prev)
648 { 599 {
649 active_objects = op->active_next; 600 active_objects = active_next;
650 601
651 if (op->active_next != NULL) 602 if (active_next)
652 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
653 } 604 }
654 else 605 else
655 { 606 {
656 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
657 608
658 if (op->active_next) 609 if (active_next)
659 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
660 } 611 }
661 612
662 op->active_next = NULL; 613 active_next = 0;
663 op->active_prev = NULL; 614 active_prev = 0;
664 } 615 }
665} 616}
666 617
667/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
668 * objects. 619 * objects.
694 op->active_next = NULL; 645 op->active_next = NULL;
695 op->active_prev = NULL; 646 op->active_prev = NULL;
696} 647}
697 648
698/* 649/*
699 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 653 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
706 * 657 *
707 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
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: 659 * current action are:
713 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
718 */ 665 */
719
720void 666void
721update_object (object *op, int action) 667update_object (object *op, int action)
722{ 668{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
725 670
726 if (op == NULL) 671 if (op == NULL)
727 { 672 {
728 /* this should never happen */ 673 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 675 return;
731 } 676 }
732 677
733 if (op->env != NULL) 678 if (op->env)
734 { 679 {
735 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
736 * to do in this case. 681 * to do in this case.
737 */ 682 */
738 return; 683 return;
743 */ 688 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 690 return;
746 691
747 /* make sure the object is within map boundaries */ 692 /* 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)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 694 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 696#ifdef MANY_CORES
752 abort (); 697 abort ();
753#endif 698#endif
754 return; 699 return;
755 } 700 }
756 701
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 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);
763 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
764 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
765 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 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)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (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) 715 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 717 || (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 718 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 719 * to have move_allow right now.
789 */ 720 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 723 m.flags_ = P_NEED_UPDATE;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 724 }
796
797 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 727 * that is being removed.
800 */ 728 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
803 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
805 else 733 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 735
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) 736 if (op->more)
815 update_object (op->more, action); 737 update_object (op->more, action);
816} 738}
817 739
818object::vector object::mortals;
819object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
820object *object::first; 741object *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}
833 742
834object::object () 743object::object ()
835{ 744{
836 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
837 746
876 object *op = new object; 785 object *op = new object;
877 op->link (); 786 op->link ();
878 return op; 787 return op;
879} 788}
880 789
881/* 790void
882 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 792{
893 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
894 return; 805 return;
895 806
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 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 }
951 808
952 // hack to ensure that freed objects still have a valid map 809 // hack to ensure that freed objects still have a valid map
953 { 810 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 811 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 812
967 map = freed_map; 824 map = freed_map;
968 x = 1; 825 x = 1;
969 y = 1; 826 y = 1;
970 } 827 }
971 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
972 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
973 owner = 0; 834 owner = 0;
974 enemy = 0; 835 enemy = 0;
975 attacked_by = 0; 836 attacked_by = 0;
976 837
977 // only relevant for players(?), but make sure of it anyways 838 // only relevant for players(?), but make sure of it anyways
978 contr = 0; 839 contr = 0;
979 840
980 /* Remove object from the active list */ 841 /* Remove object from the active list */
981 speed = 0; 842 set_speed (0);
982 update_ob_speed (this);
983 843
984 unlink (); 844 unlink ();
845}
985 846
986 mortals.push_back (this); 847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
987} 909}
988 910
989/* 911/*
990 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
1015object::remove () 937object::remove ()
1016{ 938{
1017 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1018 object *otmp; 940 object *otmp;
1019 941
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 943 return;
1024 944
1025 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1026 947
1027 if (more) 948 if (more)
1028 more->remove (); 949 more->remove ();
1029 950
1030 /* 951 /*
1041 /* 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
1042 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 964 * to save cpu time.
1044 */ 965 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 967 otmp->update_stats ();
1047 968
1048 if (above != NULL) 969 if (above != NULL)
1049 above->below = below; 970 above->below = below;
1050 else 971 else
1051 env->inv = below; 972 env->inv = below;
1070 991
1071 /* link the object above us */ 992 /* link the object above us */
1072 if (above) 993 if (above)
1073 above->below = below; 994 above->below = below;
1074 else 995 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1076 997
1077 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1078 if (below) 999 if (below)
1079 below->above = above; 1000 below->above = above;
1080 else 1001 else
1092 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1094 free (dump); 1015 free (dump);
1095 } 1016 }
1096 1017
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1098 } 1019 }
1099 1020
1100 above = 0; 1021 above = 0;
1101 below = 0; 1022 below = 0;
1102 1023
1103 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1104 return; 1025 return;
1105 1026
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1028
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1109 { 1030 {
1110 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1111 * being removed. 1032 * being removed.
1117 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1118 * appropriately. 1039 * appropriately.
1119 */ 1040 */
1120 if (tmp->container == this) 1041 if (tmp->container == this)
1121 { 1042 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1044 tmp->container = 0;
1124 } 1045 }
1125 1046
1047 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1048 tmp->contr->ns->floorbox_update ();
1127 } 1049 }
1128 1050
1129 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1130 if (check_walk_off 1052 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1145 last = tmp; 1067 last = tmp;
1146 } 1068 }
1147 1069
1148 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1149 if (!last) 1071 if (!last)
1150 { 1072 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 1073 else
1160 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1161 1075
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1164 } 1078 }
1165} 1079}
1166 1080
1167/* 1081/*
1176merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1177{ 1091{
1178 if (!op->nrof) 1092 if (!op->nrof)
1179 return 0; 1093 return 0;
1180 1094
1181 if (top == NULL) 1095 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1183 1098
1184 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1185 { 1100 {
1186 if (top == op) 1101 if (top == op)
1187 continue; 1102 continue;
1188 1103
1189 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1239 * Return value: 1154 * Return value:
1240 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1157 * just 'op' otherwise
1243 */ 1158 */
1244
1245object * 1159object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1161{
1248 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1249 sint16 x, y; 1163 sint16 x, y;
1283 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);
1284 free (dump); 1198 free (dump);
1285 return op; 1199 return op;
1286 } 1200 }
1287 1201
1288 if (op->more != NULL) 1202 if (op->more)
1289 { 1203 {
1290 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1291 1205
1292 object *more = op->more; 1206 object *more = op->more;
1293 1207
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 { 1224 {
1311 if (!op->head) 1225 if (!op->head)
1312 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");
1313 1227
1314 return NULL; 1228 return 0;
1315 } 1229 }
1316 } 1230 }
1317 1231
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1233
1353 op->below = originator->below; 1267 op->below = originator->below;
1354 1268
1355 if (op->below) 1269 if (op->below)
1356 op->below->above = op; 1270 op->below->above = op;
1357 else 1271 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1359 1273
1360 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1361 originator->below = op; 1275 originator->below = op;
1362 } 1276 }
1363 else 1277 else
1409 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1325 * stacking is a bit odd.
1412 */ 1326 */
1413 if (!(flag & INS_ON_TOP) && 1327 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)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1415 { 1329 {
1416 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1332 break;
1419 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1442 1356
1443 if (op->above) 1357 if (op->above)
1444 op->above->below = op; 1358 op->above->below = op;
1445 1359
1446 op->below = NULL; 1360 op->below = NULL;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1448 } 1362 }
1449 else 1363 else
1450 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1451 op->above = top->above; 1365 op->above = top->above;
1452 1366
1456 op->below = top; 1370 op->below = top;
1457 top->above = op; 1371 top->above = op;
1458 } 1372 }
1459 1373
1460 if (op->above == NULL) 1374 if (op->above == NULL)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1463 1377
1464 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1465 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1466 1380
1467 /* If we have a floor, we know the player, if any, will be above 1381 /* 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. 1382 * it, so save a few ticks and start from there.
1469 */ 1383 */
1470 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1472 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1387 pl->contr->ns->floorbox_update ();
1474 1388
1475 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1390 * 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 1391 * 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 1392 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1482 * of effect may be sufficient. 1396 * of effect may be sufficient.
1483 */ 1397 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1486 1400
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1403
1404 INVOKE_OBJECT (INSERT, op);
1489 1405
1490 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1407 * we want to have floorbox_update called before calling this.
1492 * 1408 *
1493 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1498 1414
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* 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) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1417 {
1502 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1503 return NULL; 1419 return 0;
1504 1420
1505 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1422 * walk on's.
1507 */ 1423 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1510 return NULL; 1426 return 0;
1511 } 1427 }
1512 1428
1513 return op; 1429 return op;
1514} 1430}
1515 1431
1516/* this function inserts an object in the map, but if it 1432/* 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. 1433 * 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. 1434 * op is the object to insert it under: supplies x and the map.
1519 */ 1435 */
1520void 1436void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1438{
1523 object * 1439 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1440
1528 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1529 1442
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 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 */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1589 1502
1590object * 1503object *
1591decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1592{ 1505{
1593 object *tmp; 1506 object *tmp;
1594 player *pl;
1595 1507
1596 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1509 return op;
1598 1510
1599 if (i > op->nrof) 1511 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1526 * and then searching the map for a player.
1615 */ 1527 */
1616 if (!tmp) 1528 if (!tmp)
1617 { 1529 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1620 { 1531 {
1621 tmp = pl->ob; 1532 tmp = pl->ob;
1622 break; 1533 break;
1623 } 1534 }
1624 }
1625 1535
1626 if (i < op->nrof) 1536 if (i < op->nrof)
1627 { 1537 {
1628 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1539 op->nrof -= i;
1765 add_weight (this, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1766 1676
1767 otmp = this->in_player (); 1677 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1678 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1680 otmp->update_stats ();
1771 1681
1772 op->map = 0; 1682 op->map = 0;
1773 op->env = this; 1683 op->env = this;
1774 op->above = 0; 1684 op->above = 0;
1775 op->below = 0; 1685 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1780 { 1690 {
1781#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1785 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1786 } 1696 }
1787 1697
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1699 * It sure simplifies this function...
1794 { 1704 {
1795 op->below = inv; 1705 op->below = inv;
1796 op->below->above = op; 1706 op->below->above = op;
1797 inv = op; 1707 inv = op;
1798 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1799 1711
1800 return op; 1712 return op;
1801} 1713}
1802 1714
1803/* 1715/*
1855 1767
1856 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1858 */ 1770 */
1859 1771
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1861 { 1773 {
1862 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1776 * we don't need to check all of them.
1865 */ 1777 */
1920/* 1832/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1924 */ 1836 */
1925
1926object * 1837object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1839{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
1933 { 1841 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1843 return NULL;
1936 } 1844 }
1845
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1938 if (tmp->arch == at) 1847 if (tmp->arch == at)
1939 return tmp; 1848 return tmp;
1849
1940 return NULL; 1850 return NULL;
1941} 1851}
1942 1852
1943/* 1853/*
1944 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1947 */ 1857 */
1948
1949object * 1858object *
1950present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1951{ 1860{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1956 { 1862 {
1957 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1864 return NULL;
1959 } 1865 }
1866
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1961 if (tmp->type == type) 1868 if (tmp->type == type)
1962 return tmp; 1869 return tmp;
1870
1963 return NULL; 1871 return NULL;
1964} 1872}
1965 1873
1966/* 1874/*
1967 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1970 */ 1878 */
1971
1972object * 1879object *
1973present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1974{ 1881{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1883 if (tmp->type == type)
1980 return tmp; 1884 return tmp;
1885
1981 return NULL; 1886 return NULL;
1982} 1887}
1983 1888
1984/* 1889/*
1985 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1898 * 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 1899 * 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 1900 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1901 * to be unique.
1997 */ 1902 */
1998
1999object * 1903object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1905{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1908 return tmp;
2009 } 1909
2010 return NULL; 1910 return 0;
2011} 1911}
2012 1912
2013/* 1913/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2017 */ 1917 */
2018
2019object * 1918object *
2020present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2021{ 1920{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1922 if (tmp->arch == at)
2027 return tmp; 1923 return tmp;
1924
2028 return NULL; 1925 return NULL;
2029} 1926}
2030 1927
2031/* 1928/*
2032 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2033 */ 1930 */
2034void 1931void
2035flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2036{ 1933{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1934 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1936 {
2043 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2045 } 1939 }
2046} /* 1940}
1941
1942/*
2047 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2048 */ 1944 */
2049void 1945void
2050unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2051{ 1947{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1948 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1950 {
2058 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2060 } 1953 }
2061} 1954}
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for 1959 * 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. 1960 * him/her-self and all object carried by a call to this function.
2068 */ 1961 */
2069
2070void 1962void
2071set_cheat (object *op) 1963set_cheat (object *op)
2072{ 1964{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * 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 1986 * 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 1987 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1988 * customized, changed states, etc.
2097 */ 1989 */
2098
2099int 1990int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 1992{
2102 int
2103 i,
2104 index = 0, flag; 1993 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2107 1995
2108 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2109 { 1997 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 1999 if (!flag)
2112 altern[index++] = i; 2000 altern [index++] = i;
2113 2001
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* 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. 2003 * 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 - 2004 * 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 2005 * 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 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2023 * 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. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2025 */
2138
2139int 2026int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2028{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2031 return i;
2149 } 2032
2150 return -1; 2033 return -1;
2151} 2034}
2152 2035
2153/* 2036/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2040 */
2157static void 2041static void
2158permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2159{ 2043{
2160 int 2044 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2045 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2046
2171 tmp = arr[i]; 2047 while (--end)
2172 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2049}
2176 2050
2177/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2052 * 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 2053 * 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. 2056 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2057 */
2184void 2058void
2185get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2186{ 2060{
2187 int 2061 int i;
2188 i;
2189 2062
2190 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2064 search_arr[i] = i;
2193 }
2194 2065
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2069}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * 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 2079 * 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 2080 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2081 * there is capable of.
2211 */ 2082 */
2212
2213int 2083int
2214find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2085{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2219 2087
2220 sint16 nx, ny; 2088 sint16 nx, ny;
2221 object * 2089 object *tmp;
2222 tmp;
2223 maptile * 2090 maptile *mp;
2224 mp;
2225 2091
2226 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2227 2093
2228 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2229 { 2095 {
2241 mp = m; 2107 mp = m;
2242 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2244 2110
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2246 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2114 max = maxfree[i];
2249 }
2250 else 2115 else
2251 { 2116 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2253 2120
2254 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2122 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2259 { 2124 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2126 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))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2128 break;
2265 } 2129
2266 }
2267 if (tmp) 2130 if (tmp)
2268 {
2269 return freedir[i]; 2131 return freedir[i];
2270 }
2271 } 2132 }
2272 } 2133 }
2273 } 2134 }
2135
2274 return 0; 2136 return 0;
2275} 2137}
2276 2138
2277/* 2139/*
2278 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2141 * distance between the two given objects.
2280 */ 2142 */
2281
2282int 2143int
2283distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2284{ 2145{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2147}
2291 2148
2292/* 2149/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * 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 2151 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2296 */ 2153 */
2297
2298int 2154int
2299find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2300{ 2156{
2301 int 2157 int q;
2302 q;
2303 2158
2304 if (y) 2159 if (y)
2305 q = x * 100 / y; 2160 q = x * 100 / y;
2306 else if (x) 2161 else if (x)
2307 q = -300 * x; 2162 q = -300 * x;
2342int 2197int
2343absdir (int d) 2198absdir (int d)
2344{ 2199{
2345 while (d < 1) 2200 while (d < 1)
2346 d += 8; 2201 d += 8;
2202
2347 while (d > 8) 2203 while (d > 8)
2348 d -= 8; 2204 d -= 8;
2205
2349 return d; 2206 return d;
2350} 2207}
2351 2208
2352/* 2209/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2355 */ 2212 */
2356 2213
2357int 2214int
2358dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2359{ 2216{
2360 int 2217 int d;
2361 d;
2362 2218
2363 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2364 if (d > 4) 2220 if (d > 4)
2365 d = 8 - d; 2221 d = 8 - d;
2222
2366 return d; 2223 return d;
2367} 2224}
2368 2225
2369/* peterm: 2226/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * 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 2230 * 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. 2231 * 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 2232 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2233 * functions.
2377 */ 2234 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2290 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2437 */ 2292 */
2438
2439
2440int 2293int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2295{
2443 sint16 dx, dy; 2296 sint16 dx, dy;
2444 int
2445 mflags; 2297 int mflags;
2446 2298
2447 if (dir < 0) 2299 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2449 2301
2450 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2463 return 0; 2315 return 0;
2464 2316
2465 /* yes, can see. */ 2317 /* yes, can see. */
2466 if (dir < 9) 2318 if (dir < 9)
2467 return 1; 2319 return 1;
2320
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 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]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2324}
2471
2472
2473 2325
2474/* 2326/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2327 * 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 2328 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (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)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2343}
2492 2344
2493
2494/* 2345/*
2495 * create clone from object to another 2346 * create clone from object to another
2496 */ 2347 */
2497object * 2348object *
2498object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2517 { 2368 {
2518 dst = tmp; 2369 dst = tmp;
2519 tmp->head = 0; 2370 tmp->head = 0;
2520 } 2371 }
2521 else 2372 else
2522 {
2523 tmp->head = dst; 2373 tmp->head = dst;
2524 }
2525 2374
2526 tmp->more = 0; 2375 tmp->more = 0;
2527 2376
2528 if (prev) 2377 if (prev)
2529 prev->more = tmp; 2378 prev->more = tmp;
2541/* Basically, we save the content of the string to a temp file, then call */ 2390/* 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, */ 2391/* 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. */ 2392/* 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. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2546
2547object * 2395object *
2548load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2549{ 2397{
2550 object *op; 2398 object *op;
2551 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2581 * returns NULL if no match. 2429 * returns NULL if no match.
2582 */ 2430 */
2583object * 2431object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2433{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2436 return tmp;
2591 2437
2592 return NULL; 2438 return 0;
2593} 2439}
2594 2440
2595/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2442 * otherwise return NULL.
2597 * 2443 *
2599 * do the desired thing. 2445 * do the desired thing.
2600 */ 2446 */
2601key_value * 2447key_value *
2602get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2603{ 2449{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2451 if (link->key == key)
2608 return link; 2452 return link;
2609 2453
2610 return NULL; 2454 return 0;
2611} 2455}
2612 2456
2613/* 2457/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2459 *
2655 * Returns TRUE on success. 2499 * Returns TRUE on success.
2656 */ 2500 */
2657int 2501int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2503{
2660 key_value *
2661 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2662 2505
2663 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2507 {
2665 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2666 { 2509 {
2694 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2695 2538
2696 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2697 2540
2698 if (!add_key) 2541 if (!add_key)
2699 {
2700 return FALSE; 2542 return FALSE;
2701 } 2543
2702 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2706 * should pass in "" 2548 * should pass in ""

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