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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 1.119 by root, Fri Jan 19 18:06:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* 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 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
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;
487 486
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490
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)
495 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
496 492
497 if (speed < 0) 493 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
499 495
500 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
501 if (key_values) 497 if (key_values)
502 { 498 {
503 key_value *tail = 0; 499 key_value *tail = 0;
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;
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
762object::object () 665object::object ()
763{ 666{
764 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
765 668
766 expmul = 1.0; 669 expmul = 1.0;
767 face = blank_face; 670 face = blank_face;
768} 671}
769 672
770object::~object () 673object::~object ()
771{ 674{
675 if (index)
676 unlink ();
677
772 free_key_values (this); 678 free_key_values (this);
773} 679}
774 680
681static int object_count;
682
775void object::link () 683void object::link ()
776{ 684{
777 count = ++ob_count; 685 assert (!index);//D
778 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
779 688
780 prev = 0; 689 refcnt_inc ();
781 next = object::first; 690 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 691}
788 692
789void object::unlink () 693void object::unlink ()
790{ 694{
791 if (this == object::first) 695 assert (index);//D
792 object::first = next; 696 objects.erase (this);
697 refcnt_dec ();
698}
793 699
794 /* Remove this object from the list of used objects */ 700void
795 if (prev) prev->next = next; 701object::activate ()
796 if (next) next->prev = prev; 702{
703 /* If already on active list, don't do anything */
704 if (active)
705 return;
797 706
798 prev = 0; 707 if (has_active_speed ())
799 next = 0; 708 actives.insert (this);
709}
710
711void
712object::activate_recursive ()
713{
714 activate ();
715
716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718}
719
720/* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728void
729object::deactivate ()
730{
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736}
737
738void
739object::deactivate_recursive ()
740{
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
751 {
752 op->flag [flag] = value;
753 op->set_flag_inv (flag, value);
754 }
755}
756
757/*
758 * Remove and free all objects in the inventory of the given object.
759 * object.c ?
760 */
761void
762object::destroy_inv (bool drop_to_ground)
763{
764 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory,
768 // cf will crash below with off-map x and y
769 if (!inv)
770 return;
771
772 /* Only if the space blocks everything do we not process -
773 * if some form of movement is allowed, let objects
774 * drop on that space.
775 */
776 if (!drop_to_ground
777 || !map
778 || map->in_memory != MAP_IN_MEMORY
779 || ms ().move_block == MOVE_ALL)
780 {
781 while (inv)
782 {
783 inv->destroy_inv (drop_to_ground);
784 inv->destroy ();
785 }
786 }
787 else
788 { /* Put objects in inventory onto this space */
789 while (inv)
790 {
791 object *op = inv;
792
793 if (op->flag [FLAG_STARTEQUIP]
794 || op->flag [FLAG_NO_DROP]
795 || op->type == RUNE
796 || op->type == TRAP
797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
799 op->destroy ();
800 else
801 map->insert (op, x, y);
802 }
803 }
800} 804}
801 805
802object *object::create () 806object *object::create ()
803{ 807{
804 object *op = new object; 808 object *op = new object;
805 op->link (); 809 op->link ();
806 return op; 810 return op;
807} 811}
808 812
809/* 813void
810 * free_object() frees everything allocated by an object, removes 814object::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{ 815{
821 if (QUERY_FLAG (this, FLAG_FREED)) 816 attachable::do_destroy ();
822 return;
823 817
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 818 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this);
820
821 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 822 remove_friendly_object (this);
826 823
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 824 if (!flag [FLAG_REMOVED])
828 remove (); 825 remove ();
829 826
830 SET_FLAG (this, FLAG_FREED); 827 destroy_inv (true);
831 828
832 if (more) 829 deactivate ();
833 { 830 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 831
838 if (inv) 832 flag [FLAG_FREED] = 1;
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 }
879 833
880 // hack to ensure that freed objects still have a valid map 834 // hack to ensure that freed objects still have a valid map
881 { 835 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 836 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 837
887 841
888 freed_map->name = "/internal/freed_objects_map"; 842 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 843 freed_map->width = 3;
890 freed_map->height = 3; 844 freed_map->height = 3;
891 845
892 freed_map->allocate (); 846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
893 } 848 }
894 849
895 map = freed_map; 850 map = freed_map;
896 x = 1; 851 x = 1;
897 y = 1; 852 y = 1;
898 } 853 }
899 854
855 head = 0;
856
857 if (more)
858 {
859 more->destroy ();
860 more = 0;
861 }
862
900 // clear those pointers that likely might have circular references to us 863 // clear those pointers that likely might have circular references to us
901 owner = 0; 864 owner = 0;
902 enemy = 0; 865 enemy = 0;
903 attacked_by = 0; 866 attacked_by = 0;
867}
904 868
905 // only relevant for players(?), but make sure of it anyways 869void
906 contr = 0; 870object::destroy (bool destroy_inventory)
871{
872 if (destroyed ())
873 return;
907 874
908 /* Remove object from the active list */ 875 if (destroy_inventory)
909 speed = 0; 876 destroy_inv (false);
910 update_ob_speed (this);
911 877
912 unlink (); 878 attachable::destroy ();
913
914 mortals.push_back (this);
915} 879}
916 880
917/* 881/*
918 * sub_weight() recursively (outwards) subtracts a number from the 882 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 883 * weight of an object (and what is carried by it's environment(s)).
938 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
939 * the previous environment. 903 * the previous environment.
940 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
941 */ 905 */
942void 906void
943object::remove () 907object::remove_slow ()
944{ 908{
945 object *tmp, *last = 0; 909 object *tmp, *last = 0;
946 object *otmp; 910 object *otmp;
947 911
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 913 return;
952 914
953 SET_FLAG (this, FLAG_REMOVED); 915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this);
954 917
955 if (more) 918 if (more)
956 more->remove (); 919 more->remove ();
957 920
958 /* 921 /*
971 * to save cpu time. 934 * to save cpu time.
972 */ 935 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 937 otmp->update_stats ();
975 938
976 if (above != NULL) 939 if (above)
977 above->below = below; 940 above->below = below;
978 else 941 else
979 env->inv = below; 942 env->inv = below;
980 943
981 if (below != NULL) 944 if (below)
982 below->above = above; 945 below->above = above;
983 946
984 /* we set up values so that it could be inserted into 947 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 948 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 949 * to the caller to decide what we want to do.
990 above = 0, below = 0; 953 above = 0, below = 0;
991 env = 0; 954 env = 0;
992 } 955 }
993 else if (map) 956 else if (map)
994 { 957 {
995 /* Re did the following section of code - it looks like it had 958 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
998 966
999 /* link the object above us */ 967 /* link the object above us */
1000 if (above) 968 if (above)
1001 above->below = below; 969 above->below = below;
1002 else 970 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
1004 972
1005 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
1006 if (below) 974 if (below)
1007 below->above = above; 975 below->above = above;
1008 else 976 else
1010 /* Nothing below, which means we need to relink map object for this space 978 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1012 * evident 980 * evident
1013 */ 981 */
1014 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 983 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 984
1025 map->at (x, y).bottom = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1026 } 986 }
1027 987
1028 above = 0; 988 above = 0;
1029 below = 0; 989 below = 0;
1030 990
1031 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1032 return; 992 return;
1033 993
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 995
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 997 {
1038 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1039 * being removed. 999 * being removed.
1040 */ 1000 */
1041 1001
1045 * removed (most likely destroyed), update the player view 1005 * removed (most likely destroyed), update the player view
1046 * appropriately. 1006 * appropriately.
1047 */ 1007 */
1048 if (tmp->container == this) 1008 if (tmp->container == this)
1049 { 1009 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1010 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1011 tmp->container = 0;
1052 } 1012 }
1053 1013
1014 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1015 tmp->contr->ns->floorbox_update ();
1055 } 1016 }
1056 1017
1057 /* See if player moving off should effect something */ 1018 /* See if object moving off should effect something */
1058 if (check_walk_off 1019 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1020 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1022 {
1062 move_apply (tmp, this, 0); 1023 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1025 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1027 }
1067 1028
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1031 if (tmp->above == tmp)
1071 tmp->above = 0; 1032 tmp->above = 0;
1072 1033
1073 last = tmp; 1034 last = tmp;
1074 } 1035 }
1075 1036
1076 /* last == NULL of there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1039 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1040 map->at (x, y).flags_ = 0;
1079 else 1041 else
1080 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1081 1043
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1045 update_all_los (map, x, y);
1084 } 1046 }
1085} 1047}
1086 1048
1087/* 1049/*
1096merge_ob (object *op, object *top) 1058merge_ob (object *op, object *top)
1097{ 1059{
1098 if (!op->nrof) 1060 if (!op->nrof)
1099 return 0; 1061 return 0;
1100 1062
1101 if (top == NULL) 1063 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1064 for (top = op; top && top->above; top = top->above)
1065 ;
1103 1066
1104 for (; top != NULL; top = top->below) 1067 for (; top; top = top->below)
1105 { 1068 {
1106 if (top == op) 1069 if (top == op)
1107 continue; 1070 continue;
1108 1071
1109 if (object::can_merge (op, top)) 1072 if (object::can_merge (op, top))
1119 1082
1120 return 0; 1083 return 0;
1121} 1084}
1122 1085
1123/* 1086/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1126 */ 1089 */
1127object * 1090object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1092{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1094 {
1137 tmp->x = x + tmp->arch->clone.x; 1095 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1096 tmp->y = y + tmp->arch->clone.y;
1139 } 1097 }
1140 1098
1159 * Return value: 1117 * Return value:
1160 * new object if 'op' was merged with other object 1118 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1119 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1120 * just 'op' otherwise
1163 */ 1121 */
1164
1165object * 1122object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1124{
1168 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1126
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1172 { 1128 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1130 return NULL;
1175 } 1131 }
1176 1132
1177 if (m == NULL) 1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
1138 if (!m)
1178 { 1139 {
1179 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1142 free (dump);
1182 return op; 1143 return op;
1195#endif 1156#endif
1196 free (dump); 1157 free (dump);
1197 return op; 1158 return op;
1198 } 1159 }
1199 1160
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1161 if (object *more = op->more)
1213 1162 {
1214 /* We really need the caller to normalize coordinates - if
1215 * 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
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1164 {
1231 if (!op->head) 1165 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1167
1234 return NULL; 1168 return 0;
1235 } 1169 }
1236 } 1170 }
1237 1171
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1172 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1173
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1176 * need extra work
1243 */ 1177 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1179 return 0;
1246 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1247 1183
1248 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1249 */ 1185 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1253 { 1189 {
1254 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1191 tmp->destroy ();
1256 } 1192 }
1273 op->below = originator->below; 1209 op->below = originator->below;
1274 1210
1275 if (op->below) 1211 if (op->below)
1276 op->below->above = op; 1212 op->below->above = op;
1277 else 1213 else
1278 op->ms ().bottom = op; 1214 ms.bot = op;
1279 1215
1280 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1281 originator->below = op; 1217 originator->below = op;
1282 } 1218 }
1283 else 1219 else
1284 { 1220 {
1221 top = ms.bot;
1222
1285 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1225 {
1288 object *last = NULL; 1226 object *last = 0;
1289 1227
1290 /* 1228 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1230 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1231 * 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 1235 * 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 1236 * 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 1237 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1301 */ 1239 */
1302 1240 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1241 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1243 floor = top;
1307 1244
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1248 top = top->below;
1312 break; 1249 break;
1313 } 1250 }
1314 1251
1315 last = top; 1252 last = top;
1316 top = top->above;
1317 } 1253 }
1318 1254
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1256 top = last;
1321 1257
1328 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1267 * stacking is a bit odd.
1332 */ 1268 */
1333 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1335 { 1272 {
1336 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1275 break;
1276
1339 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1280 * set top to the object below us.
1343 */ 1281 */
1345 top = last->below; 1283 top = last->below;
1346 } 1284 }
1347 } /* If objects on this space */ 1285 } /* If objects on this space */
1348 1286
1349 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1351 1289
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1291 top = floor;
1354 1292
1355 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1294 */
1357 1295
1358 /* First object on this space */ 1296 /* First object on this space */
1359 if (!top) 1297 if (!top)
1360 { 1298 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1362 1300
1363 if (op->above) 1301 if (op->above)
1364 op->above->below = op; 1302 op->above->below = op;
1365 1303
1366 op->below = NULL; 1304 op->below = 0;
1367 op->ms ().bottom = op; 1305 ms.bot = op;
1368 } 1306 }
1369 else 1307 else
1370 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1371 op->above = top->above; 1309 op->above = top->above;
1372 1310
1375 1313
1376 op->below = top; 1314 op->below = top;
1377 top->above = op; 1315 top->above = op;
1378 } 1316 }
1379 1317
1380 if (op->above == NULL) 1318 if (!op->above)
1381 op->ms ().top = op; 1319 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1383 1321
1384 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1323 {
1385 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1386 1330
1387 /* If we have a floor, we know the player, if any, will be above 1331 /* 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. 1332 * it, so save a few ticks and start from there.
1389 */ 1333 */
1390 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1336 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1393 1338
1394 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1340 * 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 1341 * 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 1342 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1346 * of effect may be sufficient.
1402 */ 1347 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1405 1350
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1351 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1352 update_object (op, UP_OBJ_INSERT);
1353
1354 INVOKE_OBJECT (INSERT, op);
1408 1355
1409 /* Don't know if moving this to the end will break anything. However, 1356 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1357 * we want to have floorbox_update called before calling this.
1411 * 1358 *
1412 * check_move_on() must be after this because code called from 1359 * check_move_on() must be after this because code called from
1417 1364
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1365 /* 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) 1366 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1367 {
1421 if (check_move_on (op, originator)) 1368 if (check_move_on (op, originator))
1422 return NULL; 1369 return 0;
1423 1370
1424 /* If we are a multi part object, lets work our way through the check 1371 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1372 * walk on's.
1426 */ 1373 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1375 if (check_move_on (tmp, originator))
1429 return NULL; 1376 return 0;
1430 } 1377 }
1431 1378
1432 return op; 1379 return op;
1433} 1380}
1434 1381
1441{ 1388{
1442 object *tmp, *tmp1; 1389 object *tmp, *tmp1;
1443 1390
1444 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1445 1392
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1395 tmp->destroy ();
1449 1396
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1398
1452 tmp1->x = op->x; 1399 tmp1->x = op->x;
1453 tmp1->y = op->y; 1400 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1401 insert_ob_in_map (tmp1, op->map, op, 0);
1402}
1403
1404object *
1405object::insert_at (object *where, object *originator, int flags)
1406{
1407 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1408}
1456 1409
1457/* 1410/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1411 * 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 1412 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1413 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1414 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1415 * global static errmsg array.
1463 */ 1416 */
1464
1465object * 1417object *
1466get_split_ob (object *orig_ob, uint32 nr) 1418get_split_ob (object *orig_ob, uint32 nr)
1467{ 1419{
1468 object *newob; 1420 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1457
1506object * 1458object *
1507decrease_ob_nr (object *op, uint32 i) 1459decrease_ob_nr (object *op, uint32 i)
1508{ 1460{
1509 object *tmp; 1461 object *tmp;
1510 player *pl;
1511 1462
1512 if (i == 0) /* objects with op->nrof require this check */ 1463 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1464 return op;
1514 1465
1515 if (i > op->nrof) 1466 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1479 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1480 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1481 * and then searching the map for a player.
1531 */ 1482 */
1532 if (!tmp) 1483 if (!tmp)
1533 { 1484 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1485 if (pl->ob->container == op->env)
1536 { 1486 {
1537 tmp = pl->ob; 1487 tmp = pl->ob;
1538 break; 1488 break;
1539 } 1489 }
1540 }
1541 1490
1542 if (i < op->nrof) 1491 if (i < op->nrof)
1543 { 1492 {
1544 sub_weight (op->env, op->weight * i); 1493 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1494 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1644 if ((op->glow_radius != 0) && map)
1696 { 1645 {
1697#ifdef DEBUG_LIGHTS 1646#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1648#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1649 if (map->darkness)
1701 update_all_los (map, x, y); 1650 update_all_los (map, x, y);
1702 } 1651 }
1703 1652
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1653 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1654 * It sure simplifies this function...
1710 { 1659 {
1711 op->below = inv; 1660 op->below = inv;
1712 op->below->above = op; 1661 op->below->above = op;
1713 inv = op; 1662 inv = op;
1714 } 1663 }
1664
1665 INVOKE_OBJECT (INSERT, this);
1715 1666
1716 return op; 1667 return op;
1717} 1668}
1718 1669
1719/* 1670/*
1734 * 1685 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1686 * 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 1687 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1688 * on top.
1738 */ 1689 */
1739
1740int 1690int
1741check_move_on (object *op, object *originator) 1691check_move_on (object *op, object *originator)
1742{ 1692{
1743 object *tmp; 1693 object *tmp;
1744 maptile *m = op->map; 1694 maptile *m = op->map;
1771 1721
1772 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1774 */ 1724 */
1775 1725
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1727 {
1778 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1730 * we don't need to check all of them.
1781 */ 1731 */
1836/* 1786/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1787 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1788 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1840 */ 1790 */
1841
1842object * 1791object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1793{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1849 { 1795 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1797 return NULL;
1852 } 1798 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1799
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1801 if (tmp->arch == at)
1855 return tmp; 1802 return tmp;
1803
1856 return NULL; 1804 return NULL;
1857} 1805}
1858 1806
1859/* 1807/*
1860 * present(type, map, x, y) searches for any objects with 1808 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1809 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1810 * The first matching object is returned, or NULL if none.
1863 */ 1811 */
1864
1865object * 1812object *
1866present (unsigned char type, maptile *m, int x, int y) 1813present (unsigned char type, maptile *m, int x, int y)
1867{ 1814{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1815 if (out_of_map (m, x, y))
1872 { 1816 {
1873 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1818 return NULL;
1875 } 1819 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1822 if (tmp->type == type)
1878 return tmp; 1823 return tmp;
1824
1879 return NULL; 1825 return NULL;
1880} 1826}
1881 1827
1882/* 1828/*
1883 * present_in_ob(type, object) searches for any objects with 1829 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1830 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1886 */ 1832 */
1887
1888object * 1833object *
1889present_in_ob (unsigned char type, const object *op) 1834present_in_ob (unsigned char type, const object *op)
1890{ 1835{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1836 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1837 if (tmp->type == type)
1896 return tmp; 1838 return tmp;
1839
1897 return NULL; 1840 return NULL;
1898} 1841}
1899 1842
1900/* 1843/*
1901 * present_in_ob (type, str, object) searches for any objects with 1844 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1852 * 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 1853 * 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 1854 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1855 * to be unique.
1913 */ 1856 */
1914
1915object * 1857object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1858present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1859{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1861 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1862 return tmp;
1925 } 1863
1926 return NULL; 1864 return 0;
1927} 1865}
1928 1866
1929/* 1867/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1868 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1869 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1933 */ 1871 */
1934
1935object * 1872object *
1936present_arch_in_ob (const archetype *at, const object *op) 1873present_arch_in_ob (const archetype *at, const object *op)
1937{ 1874{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1876 if (tmp->arch == at)
1943 return tmp; 1877 return tmp;
1878
1944 return NULL; 1879 return NULL;
1945} 1880}
1946 1881
1947/* 1882/*
1948 * activate recursively a flag on an object inventory 1883 * activate recursively a flag on an object inventory
1949 */ 1884 */
1950void 1885void
1951flag_inv (object *op, int flag) 1886flag_inv (object *op, int flag)
1952{ 1887{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1888 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1890 {
1959 SET_FLAG (tmp, flag); 1891 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1892 flag_inv (tmp, flag);
1961 } 1893 }
1962} /* 1894}
1895
1896/*
1963 * desactivate recursively a flag on an object inventory 1897 * deactivate recursively a flag on an object inventory
1964 */ 1898 */
1965void 1899void
1966unflag_inv (object *op, int flag) 1900unflag_inv (object *op, int flag)
1967{ 1901{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1902 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1904 {
1974 CLEAR_FLAG (tmp, flag); 1905 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1906 unflag_inv (tmp, flag);
1976 } 1907 }
1977} 1908}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1912 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1913 * 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. 1914 * him/her-self and all object carried by a call to this function.
1984 */ 1915 */
1985
1986void 1916void
1987set_cheat (object *op) 1917set_cheat (object *op)
1988{ 1918{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1919 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1920 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1939 * 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 1940 * 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 1941 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1942 * customized, changed states, etc.
2013 */ 1943 */
2014
2015int 1944int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1946{
2018 int
2019 i,
2020 index = 0, flag; 1947 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1948 int altern[SIZEOFFREE];
2023 1949
2024 for (i = start; i < stop; i++) 1950 for (int i = start; i < stop; i++)
2025 { 1951 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 1953 if (!flag)
2028 altern[index++] = i; 1954 altern [index++] = i;
2029 1955
2030 /* Basically, if we find a wall on a space, we cut down the search size. 1956 /* 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. 1957 * 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 - 1958 * 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 1959 * 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 1975 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 1976 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 1977 * 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. 1978 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 1979 */
2054
2055int 1980int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 1981find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 1982{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 1983 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 1985 return i;
2065 } 1986
2066 return -1; 1987 return -1;
2067} 1988}
2068 1989
2069/* 1990/*
2070 * The function permute(arr, begin, end) randomly reorders the array 1991 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 1992 * arr[begin..end-1].
1993 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 1994 */
2073static void 1995static void
2074permute (int *arr, int begin, int end) 1996permute (int *arr, int begin, int end)
2075{ 1997{
2076 int 1998 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 1999 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2000
2087 tmp = arr[i]; 2001 while (--end)
2088 arr[i] = arr[j]; 2002 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2003}
2092 2004
2093/* new function to make monster searching more efficient, and effective! 2005/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2006 * 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 2007 * 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. 2010 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2011 */
2100void 2012void
2101get_search_arr (int *search_arr) 2013get_search_arr (int *search_arr)
2102{ 2014{
2103 int 2015 int i;
2104 i;
2105 2016
2106 for (i = 0; i < SIZEOFFREE; i++) 2017 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2018 search_arr[i] = i;
2109 }
2110 2019
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2020 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2021 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2022 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2023}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2032 * 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 2033 * 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 2034 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2035 * there is capable of.
2127 */ 2036 */
2128
2129int 2037int
2130find_dir (maptile *m, int x, int y, object *exclude) 2038find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2039{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2040 int i, max = SIZEOFFREE, mflags;
2135 2041
2136 sint16 nx, ny; 2042 sint16 nx, ny;
2137 object * 2043 object *tmp;
2138 tmp;
2139 maptile * 2044 maptile *mp;
2140 mp;
2141 2045
2142 MoveType blocked, move_type; 2046 MoveType blocked, move_type;
2143 2047
2144 if (exclude && exclude->head) 2048 if (exclude && exclude->head)
2145 { 2049 {
2162 2066
2163 if (mflags & P_OUT_OF_MAP) 2067 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2068 max = maxfree[i];
2165 else 2069 else
2166 { 2070 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2071 mapspace &ms = mp->at (nx, ny);
2072
2073 blocked = ms.move_block;
2168 2074
2169 if ((move_type & blocked) == move_type) 2075 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2076 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2077 else if (mflags & P_IS_ALIVE)
2172 { 2078 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2079 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))) 2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2082 break;
2176 2083
2177 if (tmp) 2084 if (tmp)
2178 return freedir[i]; 2085 return freedir[i];
2179 } 2086 }
2185 2092
2186/* 2093/*
2187 * distance(object 1, object 2) will return the square of the 2094 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2095 * distance between the two given objects.
2189 */ 2096 */
2190
2191int 2097int
2192distance (const object *ob1, const object *ob2) 2098distance (const object *ob1, const object *ob2)
2193{ 2099{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2100 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2101}
2199 2102
2200/* 2103/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2104 * 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 2105 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2106 * object, needs to travel toward it.
2204 */ 2107 */
2205
2206int 2108int
2207find_dir_2 (int x, int y) 2109find_dir_2 (int x, int y)
2208{ 2110{
2209 int q; 2111 int q;
2210 2112
2239 2141
2240 return 3; 2142 return 3;
2241} 2143}
2242 2144
2243/* 2145/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2148 */
2263
2264int 2149int
2265dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2266{ 2151{
2267 int 2152 int d;
2268 d;
2269 2153
2270 d = abs (dir1 - dir2); 2154 d = abs (dir1 - dir2);
2271 if (d > 4) 2155 if (d > 4)
2272 d = 8 - d; 2156 d = 8 - d;
2157
2273 return d; 2158 return d;
2274} 2159}
2275 2160
2276/* peterm: 2161/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2162 * 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 2165 * 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. 2166 * 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 2167 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2168 * functions.
2284 */ 2169 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2170int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2171 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2172 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2173 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2174 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2175 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2325/* 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, */ 2326/* 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. */ 2327/* 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. */ 2328/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2329/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2330object *
2449load_object_str (const char *obstr) 2331load_object_str (const char *obstr)
2450{ 2332{
2451 object *op; 2333 object *op;
2452 char filename[MAX_BUF]; 2334 char filename[MAX_BUF];
2482 * returns NULL if no match. 2364 * returns NULL if no match.
2483 */ 2365 */
2484object * 2366object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2367find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2368{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2370 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2371 return tmp;
2492 2372
2493 return NULL; 2373 return 0;
2494} 2374}
2495 2375
2496/* If ob has a field named key, return the link from the list, 2376/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2377 * otherwise return NULL.
2498 * 2378 *
2500 * do the desired thing. 2380 * do the desired thing.
2501 */ 2381 */
2502key_value * 2382key_value *
2503get_ob_key_link (const object *ob, const char *key) 2383get_ob_key_link (const object *ob, const char *key)
2504{ 2384{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2385 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2386 if (link->key == key)
2509 return link; 2387 return link;
2510 2388
2511 return NULL; 2389 return 0;
2512} 2390}
2513 2391
2514/* 2392/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2393 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2394 *
2556 * Returns TRUE on success. 2434 * Returns TRUE on success.
2557 */ 2435 */
2558int 2436int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2437set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2438{
2561 key_value *
2562 field = NULL, *last = NULL; 2439 key_value *field = NULL, *last = NULL;
2563 2440
2564 for (field = op->key_values; field != NULL; field = field->next) 2441 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2442 {
2566 if (field->key != canonical_key) 2443 if (field->key != canonical_key)
2567 { 2444 {
2595 /* IF we get here, key doesn't exist */ 2472 /* IF we get here, key doesn't exist */
2596 2473
2597 /* No field, we'll have to add it. */ 2474 /* No field, we'll have to add it. */
2598 2475
2599 if (!add_key) 2476 if (!add_key)
2600 {
2601 return FALSE; 2477 return FALSE;
2602 } 2478
2603 /* There isn't any good reason to store a null 2479 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2480 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2481 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2482 * be here. If user wants to store empty strings,
2607 * should pass in "" 2483 * should pass in ""
2656 } 2532 }
2657 else 2533 else
2658 item = item->env; 2534 item = item->env;
2659} 2535}
2660 2536
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2661// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2662const char * 2567const char *
2663object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2664{ 2569{
2570 char flagdesc[512];
2665 char info2[256 * 3]; 2571 char info2[256 * 4];
2666 char *p = info; 2572 char *p = info;
2667 2573
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2575 count, uuid.seq,
2670 &name, 2576 &name,
2671 title ? " " : "", 2577 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2673 2580
2674 if (env) 2581 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2583
2677 if (map) 2584 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2586
2680 return info; 2587 return info;
2681} 2588}
2682 2589
2683const char * 2590const char *
2684object::debug_desc () const 2591object::debug_desc () const
2685{ 2592{
2686 static char info[256 * 3]; 2593 static char info[256 * 4];
2687 return debug_desc (info); 2594 return debug_desc (info);
2688} 2595}
2689 2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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