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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
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
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 486
491 if (is_freed) 487 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
493 489
494 if (is_removed) 490 if (is_removed)
525 tail = new_link; 521 tail = new_link;
526 } 522 }
527 } 523 }
528 } 524 }
529 525
530 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
531} 527}
532 528
533object * 529object *
534object::clone () 530object::clone ()
535{ 531{
541/* 537/*
542 * 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
543 * 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
544 * 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.
545 */ 541 */
546
547void 542void
548update_turn_face (object *op) 543update_turn_face (object *op)
549{ 544{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 546 return;
547
552 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
554} 550}
555 551
556/* 552/*
557 * 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
558 * 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.
559 * 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.
560 */ 556 */
561void 557void
562update_ob_speed (object *op) 558object::set_speed (float speed)
563{ 559{
564 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 561 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 563 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 564 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 565
589 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 567
593 if (op->active_next != NULL) 568 if (has_active_speed ())
594 op->active_next->active_prev = op; 569 activate ();
595
596 active_objects = op;
597 }
598 else 570 else
599 { 571 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 572}
654 573
655/* 574/*
656 * update_object() updates the the map. 575 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
694 */ 613 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 615 return;
697 616
698 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
699 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)
700 { 619 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 621#ifdef MANY_CORES
703 abort (); 622 abort ();
704#endif 623#endif
705 return; 624 return;
706 } 625 }
707 626
708 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
709 628
710 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 630 /* nop */;
712 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
713 { 632 {
714 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 644 * to have move_allow right now.
726 */ 645 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
730 } 649 }
731 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 652 * that is being removed.
734 */ 653 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
739 else 658 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 660
742 if (op->more) 661 if (op->more)
743 update_object (op->more, action); 662 update_object (op->more, action);
744} 663}
745 664
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first; 665object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761 666
762object::object () 667object::object ()
763{ 668{
764 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
765 670
797 702
798 prev = 0; 703 prev = 0;
799 next = 0; 704 next = 0;
800} 705}
801 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
802object *object::create () 841object *object::create ()
803{ 842{
804 object *op = new object; 843 object *op = new object;
805 op->link (); 844 op->link ();
806 return op; 845 return op;
807} 846}
808 847
809/* 848void
810 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 850{
821 if (QUERY_FLAG (this, FLAG_FREED)) 851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
822 return; 861 return;
823 862
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 863 set_speed (0);
825 remove_friendly_object (this);
826 864
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 flag [FLAG_FREED] = 1;
828 remove ();
829 866
830 SET_FLAG (this, FLAG_FREED); 867 attachable::do_destroy ();
831 868
832 if (more) 869 destroy_inv (true);
833 { 870 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 871
880 // hack to ensure that freed objects still have a valid map 872 // hack to ensure that freed objects still have a valid map
881 { 873 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 874 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 875
887 879
888 freed_map->name = "/internal/freed_objects_map"; 880 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 881 freed_map->width = 3;
890 freed_map->height = 3; 882 freed_map->height = 3;
891 883
892 freed_map->allocate (); 884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
893 } 886 }
894 887
895 map = freed_map; 888 map = freed_map;
896 x = 1; 889 x = 1;
897 y = 1; 890 y = 1;
898 } 891 }
899 892
893 head = 0;
894
895 if (more)
896 {
897 more->destroy ();
898 more = 0;
899 }
900
900 // clear those pointers that likely might have circular references to us 901 // clear those pointers that likely might have circular references to us
901 owner = 0; 902 owner = 0;
902 enemy = 0; 903 enemy = 0;
903 attacked_by = 0; 904 attacked_by = 0;
904 905
905 // only relevant for players(?), but make sure of it anyways 906 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 907 contr = 0;
908}
907 909
908 /* Remove object from the active list */ 910void
909 speed = 0; 911object::destroy (bool destroy_inventory)
910 update_ob_speed (this); 912{
913 if (destroyed ())
914 return;
911 915
912 unlink (); 916 if (destroy_inventory)
917 destroy_inv (false);
913 918
914 mortals.push_back (this); 919 attachable::destroy ();
915} 920}
916 921
917/* 922/*
918 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
943object::remove () 948object::remove ()
944{ 949{
945 object *tmp, *last = 0; 950 object *tmp, *last = 0;
946 object *otmp; 951 object *otmp;
947 952
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 954 return;
952 955
953 SET_FLAG (this, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
954 958
955 if (more) 959 if (more)
956 more->remove (); 960 more->remove ();
957 961
958 /* 962 /*
971 * to save cpu time. 975 * to save cpu time.
972 */ 976 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 978 otmp->update_stats ();
975 979
976 if (above != NULL) 980 if (above)
977 above->below = below; 981 above->below = below;
978 else 982 else
979 env->inv = below; 983 env->inv = below;
980 984
981 if (below != NULL) 985 if (below)
982 below->above = above; 986 below->above = above;
983 987
984 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
990 above = 0, below = 0; 994 above = 0, below = 0;
991 env = 0; 995 env = 0;
992 } 996 }
993 else if (map) 997 else if (map)
994 { 998 {
995 /* Re did the following section of code - it looks like it had 999 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1004
1005 map->dirty = true;
998 1006
999 /* link the object above us */ 1007 /* link the object above us */
1000 if (above) 1008 if (above)
1001 above->below = below; 1009 above->below = below;
1002 else 1010 else
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1028 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1029 LOG (llevError, "%s\n", dump);
1022 free (dump); 1030 free (dump);
1023 } 1031 }
1024 1032
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1033 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1034 }
1027 1035
1028 above = 0; 1036 above = 0;
1029 below = 0; 1037 below = 0;
1030 1038
1031 if (map->in_memory == MAP_SAVING) 1039 if (map->in_memory == MAP_SAVING)
1032 return; 1040 return;
1033 1041
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1043
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 1045 {
1038 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1039 * being removed. 1047 * being removed.
1040 */ 1048 */
1041 1049
1045 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1046 * appropriately. 1054 * appropriately.
1047 */ 1055 */
1048 if (tmp->container == this) 1056 if (tmp->container == this)
1049 { 1057 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1058 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1059 tmp->container = 0;
1052 } 1060 }
1053 1061
1062 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1063 tmp->contr->ns->floorbox_update ();
1055 } 1064 }
1056 1065
1057 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1058 if (check_walk_off 1067 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1068 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1070 {
1062 move_apply (tmp, this, 0); 1071 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1073 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1075 }
1067 1076
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1071 tmp->above = 0; 1080 tmp->above = 0;
1072 1081
1073 last = tmp; 1082 last = tmp;
1074 } 1083 }
1075 1084
1076 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1087 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1088 map->at (x, y).flags_ = 0;
1079 else 1089 else
1080 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1081 1091
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1093 update_all_los (map, x, y);
1084 } 1094 }
1085} 1095}
1086 1096
1087/* 1097/*
1096merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1097{ 1107{
1098 if (!op->nrof) 1108 if (!op->nrof)
1099 return 0; 1109 return 0;
1100 1110
1101 if (top == NULL) 1111 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1103 1114
1104 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1105 { 1116 {
1106 if (top == op) 1117 if (top == op)
1107 continue; 1118 continue;
1108 1119
1109 if (object::can_merge (op, top)) 1120 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1126 */ 1137 */
1127object * 1138object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1140{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1142 {
1137 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1139 } 1145 }
1140 1146
1159 * Return value: 1165 * Return value:
1160 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1168 * just 'op' otherwise
1163 */ 1169 */
1164
1165object * 1170object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1172{
1168 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1174 sint16 x, y;
1172 { 1177 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1179 return NULL;
1175 } 1180 }
1176 1181
1177 if (m == NULL) 1182 if (!m)
1178 { 1183 {
1179 char *dump = dump_object (op); 1184 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1186 free (dump);
1182 return op; 1187 return op;
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump); 1209 free (dump);
1205 return op; 1210 return op;
1206 } 1211 }
1207 1212
1208 if (op->more != NULL) 1213 if (op->more)
1209 { 1214 {
1210 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1211 1216
1212 object *more = op->more; 1217 object *more = op->more;
1213 1218
1214 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1215 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1218 */ 1223 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1226 else if (!more->map)
1222 { 1227 {
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1235 {
1231 if (!op->head) 1236 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1238
1234 return NULL; 1239 return 0;
1235 } 1240 }
1236 } 1241 }
1237 1242
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1244
1246 y = op->y; 1251 y = op->y;
1247 1252
1248 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1249 */ 1254 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1257 if (object::can_merge (op, tmp))
1253 { 1258 {
1254 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1260 tmp->destroy ();
1256 } 1261 }
1273 op->below = originator->below; 1278 op->below = originator->below;
1274 1279
1275 if (op->below) 1280 if (op->below)
1276 op->below->above = op; 1281 op->below->above = op;
1277 else 1282 else
1278 op->ms ().bottom = op; 1283 op->ms ().bot = op;
1279 1284
1280 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1281 originator->below = op; 1286 originator->below = op;
1282 } 1287 }
1283 else 1288 else
1284 { 1289 {
1285 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 { 1292 {
1288 object *last = NULL; 1293 object *last = 0;
1289 1294
1290 /* 1295 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1301 */ 1306 */
1302
1303 while (top != NULL) 1307 while (top)
1304 { 1308 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1310 floor = top;
1307 1311
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 1366
1363 if (op->above) 1367 if (op->above)
1364 op->above->below = op; 1368 op->above->below = op;
1365 1369
1366 op->below = NULL; 1370 op->below = 0;
1367 op->ms ().bottom = op; 1371 op->ms ().bot = op;
1368 } 1372 }
1369 else 1373 else
1370 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1371 op->above = top->above; 1375 op->above = top->above;
1372 1376
1375 1379
1376 op->below = top; 1380 op->below = top;
1377 top->above = op; 1381 top->above = op;
1378 } 1382 }
1379 1383
1380 if (op->above == NULL) 1384 if (!op->above)
1381 op->ms ().top = op; 1385 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1383 1387
1384 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1385 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1386 1396
1387 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1389 */ 1399 */
1390 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1401 if (object *pl = op->ms ().player ())
1402 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1393 1404
1394 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1412 * of effect may be sufficient.
1402 */ 1413 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1405 1416
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1419
1420 INVOKE_OBJECT (INSERT, op);
1408 1421
1409 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1423 * we want to have floorbox_update called before calling this.
1411 * 1424 *
1412 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1417 1430
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1433 {
1421 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1422 return NULL; 1435 return 0;
1423 1436
1424 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1438 * walk on's.
1426 */ 1439 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1429 return NULL; 1442 return 0;
1430 } 1443 }
1431 1444
1432 return op; 1445 return op;
1433} 1446}
1434 1447
1441{ 1454{
1442 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1443 1456
1444 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1445 1458
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1461 tmp->destroy ();
1449 1462
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1464
1452 tmp1->x = op->x; 1465 tmp1->x = op->x;
1453 tmp1->y = op->y; 1466 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1474}
1456 1475
1457/* 1476/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1481 * global static errmsg array.
1463 */ 1482 */
1464
1465object * 1483object *
1466get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1467{ 1485{
1468 object *newob; 1486 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1523
1506object * 1524object *
1507decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1508{ 1526{
1509 object *tmp; 1527 object *tmp;
1510 player *pl;
1511 1528
1512 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1530 return op;
1514 1531
1515 if (i > op->nrof) 1532 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1547 * and then searching the map for a player.
1531 */ 1548 */
1532 if (!tmp) 1549 if (!tmp)
1533 { 1550 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1536 { 1552 {
1537 tmp = pl->ob; 1553 tmp = pl->ob;
1538 break; 1554 break;
1539 } 1555 }
1540 }
1541 1556
1542 if (i < op->nrof) 1557 if (i < op->nrof)
1543 { 1558 {
1544 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1560 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1710 if ((op->glow_radius != 0) && map)
1696 { 1711 {
1697#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1715 if (map->darkness)
1701 update_all_los (map, x, y); 1716 update_all_los (map, x, y);
1702 } 1717 }
1703 1718
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1720 * It sure simplifies this function...
1710 { 1725 {
1711 op->below = inv; 1726 op->below = inv;
1712 op->below->above = op; 1727 op->below->above = op;
1713 inv = op; 1728 inv = op;
1714 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1715 1732
1716 return op; 1733 return op;
1717} 1734}
1718 1735
1719/* 1736/*
1734 * 1751 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1754 * on top.
1738 */ 1755 */
1739
1740int 1756int
1741check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1742{ 1758{
1743 object *tmp; 1759 object *tmp;
1744 maptile *m = op->map; 1760 maptile *m = op->map;
1771 1787
1772 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1774 */ 1790 */
1775 1791
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1793 {
1778 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1796 * we don't need to check all of them.
1781 */ 1797 */
1836/* 1852/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1840 */ 1856 */
1841
1842object * 1857object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1859{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
1849 { 1861 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1863 return NULL;
1852 } 1864 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1867 if (tmp->arch == at)
1855 return tmp; 1868 return tmp;
1869
1856 return NULL; 1870 return NULL;
1857} 1871}
1858 1872
1859/* 1873/*
1860 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1863 */ 1877 */
1864
1865object * 1878object *
1866present (unsigned char type, maptile *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
1867{ 1880{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
1872 { 1882 {
1873 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1884 return NULL;
1875 } 1885 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1888 if (tmp->type == type)
1878 return tmp; 1889 return tmp;
1890
1879 return NULL; 1891 return NULL;
1880} 1892}
1881 1893
1882/* 1894/*
1883 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
1886 */ 1898 */
1887
1888object * 1899object *
1889present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
1890{ 1901{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1903 if (tmp->type == type)
1896 return tmp; 1904 return tmp;
1905
1897 return NULL; 1906 return NULL;
1898} 1907}
1899 1908
1900/* 1909/*
1901 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1921 * to be unique.
1913 */ 1922 */
1914
1915object * 1923object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1925{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1928 return tmp;
1925 } 1929
1926 return NULL; 1930 return 0;
1927} 1931}
1928 1932
1929/* 1933/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1933 */ 1937 */
1934
1935object * 1938object *
1936present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
1937{ 1940{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1942 if (tmp->arch == at)
1943 return tmp; 1943 return tmp;
1944
1944 return NULL; 1945 return NULL;
1945} 1946}
1946 1947
1947/* 1948/*
1948 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
1949 */ 1950 */
1950void 1951void
1951flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
1952{ 1953{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1954 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1956 {
1959 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
1961 } 1959 }
1962} /* 1960}
1961
1962/*
1963 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
1964 */ 1964 */
1965void 1965void
1966unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
1967{ 1967{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1968 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1970 {
1974 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
1976 } 1973 }
1977} 1974}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
1984 */ 1981 */
1985
1986void 1982void
1987set_cheat (object *op) 1983set_cheat (object *op)
1988{ 1984{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 2008 * customized, changed states, etc.
2013 */ 2009 */
2014
2015int 2010int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 2012{
2018 int
2019 i,
2020 index = 0, flag; 2013 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2023 2015
2024 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2025 { 2017 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 2019 if (!flag)
2028 altern[index++] = i; 2020 altern [index++] = i;
2029 2021
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2045 */
2054
2055int 2046int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2048{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2051 return i;
2065 } 2052
2066 return -1; 2053 return -1;
2067} 2054}
2068 2055
2069/* 2056/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2060 */
2073static void 2061static void
2074permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2075{ 2063{
2076 int 2064 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2065 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2066
2087 tmp = arr[i]; 2067 while (--end)
2088 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2069}
2092 2070
2093/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2077 */
2100void 2078void
2101get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2102{ 2080{
2103 int 2081 int i;
2104 i;
2105 2082
2106 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2084 search_arr[i] = i;
2109 }
2110 2085
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2089}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2101 * there is capable of.
2127 */ 2102 */
2128
2129int 2103int
2130find_dir (maptile *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2105{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2135 2107
2136 sint16 nx, ny; 2108 sint16 nx, ny;
2137 object * 2109 object *tmp;
2138 tmp;
2139 maptile * 2110 maptile *mp;
2140 mp;
2141 2111
2142 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2143 2113
2144 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2145 { 2115 {
2162 2132
2163 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2134 max = maxfree[i];
2165 else 2135 else
2166 { 2136 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2168 2140
2169 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2142 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2172 { 2144 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2148 break;
2176 2149
2177 if (tmp) 2150 if (tmp)
2178 return freedir[i]; 2151 return freedir[i];
2179 } 2152 }
2185 2158
2186/* 2159/*
2187 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2161 * distance between the two given objects.
2189 */ 2162 */
2190
2191int 2163int
2192distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2193{ 2165{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2167}
2199 2168
2200/* 2169/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2204 */ 2173 */
2205
2206int 2174int
2207find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2208{ 2176{
2209 int q; 2177 int q;
2210 2178
2249int 2217int
2250absdir (int d) 2218absdir (int d)
2251{ 2219{
2252 while (d < 1) 2220 while (d < 1)
2253 d += 8; 2221 d += 8;
2222
2254 while (d > 8) 2223 while (d > 8)
2255 d -= 8; 2224 d -= 8;
2225
2256 return d; 2226 return d;
2257} 2227}
2258 2228
2259/* 2229/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2232 */
2263 2233
2264int 2234int
2265dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2266{ 2236{
2267 int 2237 int d;
2268 d;
2269 2238
2270 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2271 if (d > 4) 2240 if (d > 4)
2272 d = 8 - d; 2241 d = 8 - d;
2242
2273 return d; 2243 return d;
2274} 2244}
2275 2245
2276/* peterm: 2246/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2253 * functions.
2284 */ 2254 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2415object *
2449load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2450{ 2417{
2451 object *op; 2418 object *op;
2452 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2482 * returns NULL if no match. 2449 * returns NULL if no match.
2483 */ 2450 */
2484object * 2451object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2453{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2456 return tmp;
2492 2457
2493 return NULL; 2458 return 0;
2494} 2459}
2495 2460
2496/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2462 * otherwise return NULL.
2498 * 2463 *
2500 * do the desired thing. 2465 * do the desired thing.
2501 */ 2466 */
2502key_value * 2467key_value *
2503get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2504{ 2469{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2471 if (link->key == key)
2509 return link; 2472 return link;
2510 2473
2511 return NULL; 2474 return 0;
2512} 2475}
2513 2476
2514/* 2477/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2479 *
2556 * Returns TRUE on success. 2519 * Returns TRUE on success.
2557 */ 2520 */
2558int 2521int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2523{
2561 key_value *
2562 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2563 2525
2564 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2527 {
2566 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2567 { 2529 {
2595 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2596 2558
2597 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2598 2560
2599 if (!add_key) 2561 if (!add_key)
2600 {
2601 return FALSE; 2562 return FALSE;
2602 } 2563
2603 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2607 * should pass in "" 2568 * should pass in ""
2656 } 2617 }
2657 else 2618 else
2658 item = item->env; 2619 item = item->env;
2659} 2620}
2660 2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2661// return a suitable string describing an objetc in enough detail to find it 2651// return a suitable string describing an object in enough detail to find it
2662const char * 2652const char *
2663object::debug_desc (char *info) const 2653object::debug_desc (char *info) const
2664{ 2654{
2655 char flagdesc[512];
2665 char info2[256 * 3]; 2656 char info2[256 * 4];
2666 char *p = info; 2657 char *p = info;
2667 2658
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2669 count, 2660 count, uuid.seq,
2670 &name, 2661 &name,
2671 title ? " " : "", 2662 title ? "\",title:" : "",
2672 title ? (const char *)title : ""); 2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2673 2665
2674 if (env) 2666 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2668
2677 if (map) 2669 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2671
2680 return info; 2672 return info;
2681} 2673}
2682 2674
2683const char * 2675const char *
2684object::debug_desc () const 2676object::debug_desc () const
2685{ 2677{
2686 static char info[256 * 3]; 2678 static char info[256 * 4];
2687 return debug_desc (info); 2679 return debug_desc (info);
2688} 2680}
2689 2681

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