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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 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);
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 226 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 227 || ob1->name != ob2->name
229 || ob1->title != ob2->title 228 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 230 || ob1->weight != ob2->weight
277 276
278 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
364{ 363{
365 if (!op) 364 if (!op)
366 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
367 366
368 object_freezer freezer; 367 object_freezer freezer;
369 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
370 return freezer.as_string (); 369 return freezer.as_string ();
371} 370}
372 371
373/* 372/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
482{ 481{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 484
486 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 486
492 if (is_freed) 487 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
494 489
495 if (is_removed) 490 if (is_removed)
526 tail = new_link; 521 tail = new_link;
527 } 522 }
528 } 523 }
529 } 524 }
530 525
531 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
532} 527}
533 528
534object * 529object *
535object::clone () 530object::clone ()
536{ 531{
542/* 537/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
546 */ 541 */
547
548void 542void
549update_turn_face (object *op) 543update_turn_face (object *op)
550{ 544{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 546 return;
547
553 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
555} 550}
556 551
557/* 552/*
558 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
561 */ 556 */
562void 557void
563update_ob_speed (object *op) 558object::set_speed (float speed)
564{ 559{
565 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 561 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 563 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 564 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 565
590 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 567
594 if (op->active_next != NULL) 568 if (has_active_speed ())
595 op->active_next->active_prev = op; 569 activate (false);
596
597 active_objects = op;
598 }
599 else 570 else
600 { 571 deactivate (false);
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 572}
655 573
656/* 574/*
657 * update_object() updates the the map. 575 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
695 */ 613 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 615 return;
698 616
699 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 619 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 621#ifdef MANY_CORES
704 abort (); 622 abort ();
705#endif 623#endif
742 660
743 if (op->more) 661 if (op->more)
744 update_object (op->more, action); 662 update_object (op->more, action);
745} 663}
746 664
747object::vector object::mortals;
748object::vector object::objects; // not yet used 665object::vector object::objects; // not yet used
749object *object::first; 666object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762 667
763object::object () 668object::object ()
764{ 669{
765 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
766 671
798 703
799 prev = 0; 704 prev = 0;
800 next = 0; 705 next = 0;
801} 706}
802 707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
814}
815
803object *object::create () 816object *object::create ()
804{ 817{
805 object *op = new object; 818 object *op = new object;
806 op->link (); 819 op->link ();
807 return op; 820 return op;
808} 821}
809 822
810/* 823void
811 * free_object() frees everything allocated by an object, removes 824object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 825{
822 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
823 return; 836 return;
824 837
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 838 set_speed (0);
826 remove_friendly_object (this);
827 839
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 840 flag [FLAG_FREED] = 1;
829 remove ();
830 841
831 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
832 843
833 if (more) 844 destroy_inv (true);
834 { 845 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838
839 if (inv)
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 846
881 // hack to ensure that freed objects still have a valid map 847 // hack to ensure that freed objects still have a valid map
882 { 848 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 849 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 850
888 854
889 freed_map->name = "/internal/freed_objects_map"; 855 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 856 freed_map->width = 3;
891 freed_map->height = 3; 857 freed_map->height = 3;
892 858
893 freed_map->allocate (); 859 freed_map->alloc ();
894 } 860 }
895 861
896 map = freed_map; 862 map = freed_map;
897 x = 1; 863 x = 1;
898 y = 1; 864 y = 1;
899 } 865 }
900 866
867 head = 0;
868
869 if (more)
870 {
871 more->destroy ();
872 more = 0;
873 }
874
901 // clear those pointers that likely might have circular references to us 875 // clear those pointers that likely might have circular references to us
902 owner = 0; 876 owner = 0;
903 enemy = 0; 877 enemy = 0;
904 attacked_by = 0; 878 attacked_by = 0;
905 879
906 // only relevant for players(?), but make sure of it anyways 880 // only relevant for players(?), but make sure of it anyways
907 contr = 0; 881 contr = 0;
882}
908 883
909 /* Remove object from the active list */ 884void
910 speed = 0; 885object::destroy (bool destroy_inventory)
911 update_ob_speed (this); 886{
887 if (destroyed ())
888 return;
912 889
913 unlink (); 890 if (destroy_inventory)
891 destroy_inv (false);
914 892
915 mortals.push_back (this); 893 attachable::destroy ();
916} 894}
917 895
918/* 896/*
919 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
944object::remove () 922object::remove ()
945{ 923{
946 object *tmp, *last = 0; 924 object *tmp, *last = 0;
947 object *otmp; 925 object *otmp;
948 926
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 928 return;
953 929
954 SET_FLAG (this, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
955 932
956 if (more) 933 if (more)
957 more->remove (); 934 more->remove ();
958 935
959 /* 936 /*
972 * to save cpu time. 949 * to save cpu time.
973 */ 950 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 952 otmp->update_stats ();
976 953
977 if (above != NULL) 954 if (above)
978 above->below = below; 955 above->below = below;
979 else 956 else
980 env->inv = below; 957 env->inv = below;
981 958
982 if (below != NULL) 959 if (below)
983 below->above = above; 960 below->above = above;
984 961
985 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
991 above = 0, below = 0; 968 above = 0, below = 0;
992 env = 0; 969 env = 0;
993 } 970 }
994 else if (map) 971 else if (map)
995 { 972 {
996 /* Re did the following section of code - it looks like it had 973 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
999 979
1000 /* link the object above us */ 980 /* link the object above us */
1001 if (above) 981 if (above)
1002 above->below = below; 982 above->below = below;
1003 else 983 else
1021 dump = dump_object (GET_MAP_OB (map, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump); 1002 LOG (llevError, "%s\n", dump);
1023 free (dump); 1003 free (dump);
1024 } 1004 }
1025 1005
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1027 } 1007 }
1028 1008
1029 above = 0; 1009 above = 0;
1030 below = 0; 1010 below = 0;
1031 1011
1032 if (map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1033 return; 1013 return;
1034 1014
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1016
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1038 { 1018 {
1039 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1040 * being removed. 1020 * being removed.
1041 */ 1021 */
1042 1022
1046 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1047 * appropriately. 1027 * appropriately.
1048 */ 1028 */
1049 if (tmp->container == this) 1029 if (tmp->container == this)
1050 { 1030 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1032 tmp->container = 0;
1053 } 1033 }
1054 1034
1035 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1036 tmp->contr->ns->floorbox_update ();
1056 } 1037 }
1057 1038
1058 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1059 if (check_walk_off 1040 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1041 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1043 {
1063 move_apply (tmp, this, 0); 1044 move_apply (tmp, this, 0);
1065 if (destroyed ()) 1046 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1048 }
1068 1049
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1071 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1072 tmp->above = 0; 1053 tmp->above = 0;
1073 1054
1074 last = tmp; 1055 last = tmp;
1075 } 1056 }
1076 1057
1077 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1060 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1080 else 1062 else
1081 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1082 1064
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1066 update_all_los (map, x, y);
1085 } 1067 }
1086} 1068}
1087 1069
1088/* 1070/*
1097merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1098{ 1080{
1099 if (!op->nrof) 1081 if (!op->nrof)
1100 return 0; 1082 return 0;
1101 1083
1102 if (top == NULL) 1084 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1104 1087
1105 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1106 { 1089 {
1107 if (top == op) 1090 if (top == op)
1108 continue; 1091 continue;
1109 1092
1110 if (object::can_merge (op, top)) 1093 if (object::can_merge (op, top))
1126 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1127 */ 1110 */
1128object * 1111object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1113{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1115 {
1138 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1139 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1140 } 1118 }
1141 1119
1160 * Return value: 1138 * Return value:
1161 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1141 * just 'op' otherwise
1164 */ 1142 */
1165
1166object * 1143object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1145{
1169 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1170 sint16 x, y; 1147 sint16 x, y;
1173 { 1150 {
1174 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL; 1152 return NULL;
1176 } 1153 }
1177 1154
1178 if (m == NULL) 1155 if (!m)
1179 { 1156 {
1180 char *dump = dump_object (op); 1157 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump); 1159 free (dump);
1183 return op; 1160 return op;
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump); 1182 free (dump);
1206 return op; 1183 return op;
1207 } 1184 }
1208 1185
1209 if (op->more != NULL) 1186 if (op->more)
1210 { 1187 {
1211 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1212 1189
1213 object *more = op->more; 1190 object *more = op->more;
1214 1191
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 { 1208 {
1232 if (!op->head) 1209 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234 1211
1235 return NULL; 1212 return 0;
1236 } 1213 }
1237 } 1214 }
1238 1215
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1217
1247 y = op->y; 1224 y = op->y;
1248 1225
1249 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1250 */ 1227 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1230 if (object::can_merge (op, tmp))
1254 { 1231 {
1255 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1233 tmp->destroy ();
1257 } 1234 }
1274 op->below = originator->below; 1251 op->below = originator->below;
1275 1252
1276 if (op->below) 1253 if (op->below)
1277 op->below->above = op; 1254 op->below->above = op;
1278 else 1255 else
1279 op->ms ().bottom = op; 1256 op->ms ().bot = op;
1280 1257
1281 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1282 originator->below = op; 1259 originator->below = op;
1283 } 1260 }
1284 else 1261 else
1285 { 1262 {
1286 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1288 { 1265 {
1289 object *last = NULL; 1266 object *last = 0;
1290 1267
1291 /* 1268 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1302 */ 1279 */
1303
1304 while (top != NULL) 1280 while (top)
1305 { 1281 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1283 floor = top;
1308 1284
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1363 1339
1364 if (op->above) 1340 if (op->above)
1365 op->above->below = op; 1341 op->above->below = op;
1366 1342
1367 op->below = NULL; 1343 op->below = 0;
1368 op->ms ().bottom = op; 1344 op->ms ().bot = op;
1369 } 1345 }
1370 else 1346 else
1371 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1372 op->above = top->above; 1348 op->above = top->above;
1373 1349
1376 1352
1377 op->below = top; 1353 op->below = top;
1378 top->above = op; 1354 top->above = op;
1379 } 1355 }
1380 1356
1381 if (op->above == NULL) 1357 if (!op->above)
1382 op->ms ().top = op; 1358 op->ms ().top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1384 1360
1385 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1386 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1387 1367
1388 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1389 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1390 */ 1370 */
1391 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1372 if (object *pl = op->ms ().player ())
1373 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1374 pl->contr->ns->floorbox_update ();
1394 1375
1395 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1402 * of effect may be sufficient. 1383 * of effect may be sufficient.
1403 */ 1384 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1406 1387
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1390
1391 INVOKE_OBJECT (INSERT, op);
1409 1392
1410 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1394 * we want to have floorbox_update called before calling this.
1412 * 1395 *
1413 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1418 1401
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1404 {
1422 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1423 return NULL; 1406 return 0;
1424 1407
1425 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1409 * walk on's.
1427 */ 1410 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1430 return NULL; 1413 return 0;
1431 } 1414 }
1432 1415
1433 return op; 1416 return op;
1434} 1417}
1435 1418
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1435
1453 tmp1->x = op->x; 1436 tmp1->x = op->x;
1454 tmp1->y = op->y; 1437 tmp1->y = op->y;
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1456} 1445}
1457 1446
1458/* 1447/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1452 * global static errmsg array.
1464 */ 1453 */
1465
1466object * 1454object *
1467get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1468{ 1456{
1469 object *newob; 1457 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 1494
1507object * 1495object *
1508decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1509{ 1497{
1510 object *tmp; 1498 object *tmp;
1511 player *pl;
1512 1499
1513 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1501 return op;
1515 1502
1516 if (i > op->nrof) 1503 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1518 * and then searching the map for a player.
1532 */ 1519 */
1533 if (!tmp) 1520 if (!tmp)
1534 { 1521 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1537 { 1523 {
1538 tmp = pl->ob; 1524 tmp = pl->ob;
1539 break; 1525 break;
1540 } 1526 }
1541 }
1542 1527
1543 if (i < op->nrof) 1528 if (i < op->nrof)
1544 { 1529 {
1545 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1531 op->nrof -= i;
1696 if ((op->glow_radius != 0) && map) 1681 if ((op->glow_radius != 0) && map)
1697 { 1682 {
1698#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1686 if (map->darkness)
1702 update_all_los (map, x, y); 1687 update_all_los (map, x, y);
1703 } 1688 }
1704 1689
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function... 1691 * It sure simplifies this function...
1711 { 1696 {
1712 op->below = inv; 1697 op->below = inv;
1713 op->below->above = op; 1698 op->below->above = op;
1714 inv = op; 1699 inv = op;
1715 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1716 1703
1717 return op; 1704 return op;
1718} 1705}
1719 1706
1720/* 1707/*
1735 * 1722 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1725 * on top.
1739 */ 1726 */
1740
1741int 1727int
1742check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1743{ 1729{
1744 object *tmp; 1730 object *tmp;
1745 maptile *m = op->map; 1731 maptile *m = op->map;
1772 1758
1773 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1775 */ 1761 */
1776 1762
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1778 { 1764 {
1779 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1767 * we don't need to check all of them.
1782 */ 1768 */
1837/* 1823/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1841 */ 1827 */
1842
1843object * 1828object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1830{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
1850 { 1832 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1834 return NULL;
1853 } 1835 }
1836
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1855 if (tmp->arch == at) 1838 if (tmp->arch == at)
1856 return tmp; 1839 return tmp;
1840
1857 return NULL; 1841 return NULL;
1858} 1842}
1859 1843
1860/* 1844/*
1861 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1864 */ 1848 */
1865
1866object * 1849object *
1867present (unsigned char type, maptile *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
1868{ 1851{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
1873 { 1853 {
1874 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1855 return NULL;
1876 } 1856 }
1857
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if (tmp->type == type) 1859 if (tmp->type == type)
1879 return tmp; 1860 return tmp;
1861
1880 return NULL; 1862 return NULL;
1881} 1863}
1882 1864
1883/* 1865/*
1884 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1887 */ 1869 */
1888
1889object * 1870object *
1890present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
1891{ 1872{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1874 if (tmp->type == type)
1897 return tmp; 1875 return tmp;
1876
1898 return NULL; 1877 return NULL;
1899} 1878}
1900 1879
1901/* 1880/*
1902 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1892 * to be unique.
1914 */ 1893 */
1915
1916object * 1894object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1896{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1899 return tmp;
1926 } 1900
1927 return NULL; 1901 return 0;
1928} 1902}
1929 1903
1930/* 1904/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1934 */ 1908 */
1935
1936object * 1909object *
1937present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
1938{ 1911{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1913 if (tmp->arch == at)
1944 return tmp; 1914 return tmp;
1915
1945 return NULL; 1916 return NULL;
1946} 1917}
1947 1918
1948/* 1919/*
1949 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
1950 */ 1921 */
1951void 1922void
1952flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
1953{ 1924{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1925 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1927 {
1960 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
1962 } 1930 }
1963} /* 1931}
1932
1933/*
1964 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
1965 */ 1935 */
1966void 1936void
1967unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
1968{ 1938{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1939 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1941 {
1975 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
1977 } 1944 }
1978} 1945}
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
1985 */ 1952 */
1986
1987void 1953void
1988set_cheat (object *op) 1954set_cheat (object *op)
1989{ 1955{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 1979 * customized, changed states, etc.
2014 */ 1980 */
2015
2016int 1981int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 1983{
2019 int
2020 i,
2021 index = 0, flag; 1984 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2024 1986
2025 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2026 { 1988 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2028 if (!flag) 1990 if (!flag)
2029 altern[index++] = i; 1991 altern [index++] = i;
2030 1992
2031 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2016 */
2055
2056int 2017int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2019{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2022 return i;
2066 } 2023
2067 return -1; 2024 return -1;
2068} 2025}
2069 2026
2070/* 2027/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2031 */
2074static void 2032static void
2075permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2076{ 2034{
2077 int 2035 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2036 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2037
2088 tmp = arr[i]; 2038 while (--end)
2089 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2040}
2093 2041
2094/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2048 */
2101void 2049void
2102get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2103{ 2051{
2104 int 2052 int i;
2105 i;
2106 2053
2107 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2055 search_arr[i] = i;
2110 }
2111 2056
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2060}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2072 * there is capable of.
2128 */ 2073 */
2129
2130int 2074int
2131find_dir (maptile *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2076{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2136 2078
2137 sint16 nx, ny; 2079 sint16 nx, ny;
2138 object * 2080 object *tmp;
2139 tmp;
2140 maptile * 2081 maptile *mp;
2141 mp;
2142 2082
2143 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2144 2084
2145 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2146 { 2086 {
2163 2103
2164 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2105 max = maxfree[i];
2166 else 2106 else
2167 { 2107 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2169 2111
2170 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2113 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2173 { 2115 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2176 break; 2119 break;
2177 2120
2178 if (tmp) 2121 if (tmp)
2179 return freedir[i]; 2122 return freedir[i];
2180 } 2123 }
2186 2129
2187/* 2130/*
2188 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2132 * distance between the two given objects.
2190 */ 2133 */
2191
2192int 2134int
2193distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2194{ 2136{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2138}
2200 2139
2201/* 2140/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2205 */ 2144 */
2206
2207int 2145int
2208find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2209{ 2147{
2210 int q; 2148 int q;
2211 2149
2250int 2188int
2251absdir (int d) 2189absdir (int d)
2252{ 2190{
2253 while (d < 1) 2191 while (d < 1)
2254 d += 8; 2192 d += 8;
2193
2255 while (d > 8) 2194 while (d > 8)
2256 d -= 8; 2195 d -= 8;
2196
2257 return d; 2197 return d;
2258} 2198}
2259 2199
2260/* 2200/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2263 */ 2203 */
2264 2204
2265int 2205int
2266dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2267{ 2207{
2268 int 2208 int d;
2269 d;
2270 2209
2271 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2272 if (d > 4) 2211 if (d > 4)
2273 d = 8 - d; 2212 d = 8 - d;
2213
2274 return d; 2214 return d;
2275} 2215}
2276 2216
2277/* peterm: 2217/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2224 * functions.
2285 */ 2225 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2443/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2448
2449object * 2386object *
2450load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2451{ 2388{
2452 object *op; 2389 object *op;
2453 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2483 * returns NULL if no match. 2420 * returns NULL if no match.
2484 */ 2421 */
2485object * 2422object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2424{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2427 return tmp;
2493 2428
2494 return NULL; 2429 return 0;
2495} 2430}
2496 2431
2497/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2433 * otherwise return NULL.
2499 * 2434 *
2501 * do the desired thing. 2436 * do the desired thing.
2502 */ 2437 */
2503key_value * 2438key_value *
2504get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2505{ 2440{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2442 if (link->key == key)
2510 return link; 2443 return link;
2511 2444
2512 return NULL; 2445 return 0;
2513} 2446}
2514 2447
2515/* 2448/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2450 *
2557 * Returns TRUE on success. 2490 * Returns TRUE on success.
2558 */ 2491 */
2559int 2492int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2494{
2562 key_value *
2563 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2564 2496
2565 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2498 {
2567 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2568 { 2500 {
2596 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2597 2529
2598 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2599 2531
2600 if (!add_key) 2532 if (!add_key)
2601 {
2602 return FALSE; 2533 return FALSE;
2603 } 2534
2604 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2608 * should pass in "" 2539 * should pass in ""
2657 } 2588 }
2658 else 2589 else
2659 item = item->env; 2590 item = item->env;
2660} 2591}
2661 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2662// return a suitable string describing an objetc in enough detail to find it 2620// return a suitable string describing an objetc in enough detail to find it
2663const char * 2621const char *
2664object::debug_desc (char *info) const 2622object::debug_desc (char *info) const
2665{ 2623{
2624 char flagdesc[512];
2666 char info2[256 * 3]; 2625 char info2[256 * 4];
2667 char *p = info; 2626 char *p = info;
2668 2627
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2670 count, 2629 count, uuid.seq,
2671 &name, 2630 &name,
2672 title ? " " : "", 2631 title ? "\",title:" : "",
2673 title ? (const char *)title : ""); 2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2674 2634
2675 if (env) 2635 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2637
2678 if (map) 2638 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2640
2681 return info; 2641 return info;
2682} 2642}
2683 2643
2684const char * 2644const char *

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