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Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC

221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
352 op = op->env; 352 op = op->env;
353 return op; 353 return op;
354} 354}
355 355
356/* 356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 358 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
375 */ 360 */
376 361
482 } 467 }
483 468
484 op->key_values = 0; 469 op->key_values = 0;
485} 470}
486 471
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/* 472/*
530 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 482{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 485
543 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 487
549 if (is_freed) 488 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
551 490
552 if (is_removed) 491 if (is_removed)
709 op->active_next = NULL; 648 op->active_next = NULL;
710 op->active_prev = NULL; 649 op->active_prev = NULL;
711} 650}
712 651
713/* 652/*
714 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 656 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
721 * 660 *
722 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 662 * current action are:
728 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
733 */ 668 */
734
735void 669void
736update_object (object *op, int action) 670update_object (object *op, int action)
737{ 671{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
740 673
741 if (op == NULL) 674 if (op == NULL)
742 { 675 {
743 /* this should never happen */ 676 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 678 return;
746 } 679 }
747 680
748 if (op->env != NULL) 681 if (op->env)
749 { 682 {
750 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
751 * to do in this case. 684 * to do in this case.
752 */ 685 */
753 return; 686 return;
767 abort (); 700 abort ();
768#endif 701#endif
769 return; 702 return;
770 } 703 }
771 704
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
779 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
780 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 722 * to have move_allow right now.
804 */ 723 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 726 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 727 }
811
812 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 730 * that is being removed.
815 */ 731 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
820 else 736 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 738
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 739 if (op->more)
830 update_object (op->more, action); 740 update_object (op->more, action);
831} 741}
832 742
833object::vector object::mortals;
834object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
835object *object::first; 744object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848 745
849object::object () 746object::object ()
850{ 747{
851 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
852 749
901 * this function to succeed. 798 * this function to succeed.
902 * 799 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground. 801 * inventory to the ground.
905 */ 802 */
906void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
907{ 805{
908 if (QUERY_FLAG (this, FLAG_FREED)) 806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
909 return; 818 return;
910 819
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
920 {
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 821
967 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
968 { 823 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 825
982 map = freed_map; 837 map = freed_map;
983 x = 1; 838 x = 1;
984 y = 1; 839 y = 1;
985 } 840 }
986 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
987 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
988 owner = 0; 847 owner = 0;
989 enemy = 0; 848 enemy = 0;
990 attacked_by = 0; 849 attacked_by = 0;
991 850
995 /* Remove object from the active list */ 854 /* Remove object from the active list */
996 speed = 0; 855 speed = 0;
997 update_ob_speed (this); 856 update_ob_speed (this);
998 857
999 unlink (); 858 unlink ();
859}
1000 860
1001 mortals.push_back (this); 861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904}
905
906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory)
920 destroy_inv (true);
921
922 attachable::destroy ();
1002} 923}
1003 924
1004/* 925/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 951object::remove ()
1031{ 952{
1032 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1033 object *otmp; 954 object *otmp;
1034 955
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 957 return;
1039 958
1040 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1041 961
1042 if (more) 962 if (more)
1043 more->remove (); 963 more->remove ();
1044 964
1045 /* 965 /*
1055 975
1056 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 978 * to save cpu time.
1059 */ 979 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 981 otmp->update_stats ();
1062 982
1063 if (above != NULL) 983 if (above != NULL)
1064 above->below = below; 984 above->below = below;
1065 else 985 else
1066 env->inv = below; 986 env->inv = below;
1085 1005
1086 /* link the object above us */ 1006 /* link the object above us */
1087 if (above) 1007 if (above)
1088 above->below = below; 1008 above->below = below;
1089 else 1009 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1010 map->at (x, y).top = below; /* we were top, set new top */
1091 1011
1092 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1093 if (below) 1013 if (below)
1094 below->above = above; 1014 below->above = above;
1095 else 1015 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1109 free (dump); 1029 free (dump);
1110 } 1030 }
1111 1031
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1032 map->at (x, y).bottom = above; /* goes on above it. */
1113 } 1033 }
1114 1034
1115 above = 0; 1035 above = 0;
1116 below = 0; 1036 below = 0;
1117 1037
1118 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1119 return; 1039 return;
1120 1040
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1042
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 { 1044 {
1125 /* No point updating the players look faces if he is the object 1045 /* No point updating the players look faces if he is the object
1126 * being removed. 1046 * being removed.
1132 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1133 * appropriately. 1053 * appropriately.
1134 */ 1054 */
1135 if (tmp->container == this) 1055 if (tmp->container == this)
1136 { 1056 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1058 tmp->container = 0;
1139 } 1059 }
1140 1060
1061 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1062 tmp->contr->ns->floorbox_update ();
1142 } 1063 }
1143 1064
1144 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1145 if (check_walk_off 1066 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1160 last = tmp; 1081 last = tmp;
1161 } 1082 }
1162 1083
1163 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1164 if (!last) 1085 if (!last)
1165 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1087 else
1175 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1176 1089
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1179 } 1092 }
1180} 1093}
1181 1094
1182/* 1095/*
1191merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1192{ 1105{
1193 if (!op->nrof) 1106 if (!op->nrof)
1194 return 0; 1107 return 0;
1195 1108
1196 if (top == NULL) 1109 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1198 1112
1199 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1200 { 1114 {
1201 if (top == op) 1115 if (top == op)
1202 continue; 1116 continue;
1203 1117
1204 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1254 * Return value: 1168 * Return value:
1255 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1171 * just 'op' otherwise
1258 */ 1172 */
1259
1260object * 1173object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1175{
1263 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1177 sint16 x, y;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1212 free (dump);
1300 return op; 1213 return op;
1301 } 1214 }
1302 1215
1303 if (op->more != NULL) 1216 if (op->more)
1304 { 1217 {
1305 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1306 1219
1307 object *more = op->more; 1220 object *more = op->more;
1308 1221
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1238 {
1326 if (!op->head) 1239 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1241
1329 return NULL; 1242 return 0;
1330 } 1243 }
1331 } 1244 }
1332 1245
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1247
1368 op->below = originator->below; 1281 op->below = originator->below;
1369 1282
1370 if (op->below) 1283 if (op->below)
1371 op->below->above = op; 1284 op->below->above = op;
1372 else 1285 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bottom = op;
1374 1287
1375 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1376 originator->below = op; 1289 originator->below = op;
1377 } 1290 }
1378 else 1291 else
1424 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1339 * stacking is a bit odd.
1427 */ 1340 */
1428 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1343 {
1431 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1346 break;
1434 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1457 1370
1458 if (op->above) 1371 if (op->above)
1459 op->above->below = op; 1372 op->above->below = op;
1460 1373
1461 op->below = NULL; 1374 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bottom = op;
1463 } 1376 }
1464 else 1377 else
1465 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1466 op->above = top->above; 1379 op->above = top->above;
1467 1380
1471 op->below = top; 1384 op->below = top;
1472 top->above = op; 1385 top->above = op;
1473 } 1386 }
1474 1387
1475 if (op->above == NULL) 1388 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1478 1391
1479 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1481 1394
1482 /* If we have a floor, we know the player, if any, will be above 1395 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1484 */ 1397 */
1485 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1399 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1401 pl->contr->ns->floorbox_update ();
1489 1402
1490 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1404 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1405 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1500 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1501 1414
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1504 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1505 /* Don't know if moving this to the end will break anything. However, 1420 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1421 * we want to have floorbox_update called before calling this.
1507 * 1422 *
1508 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1513 1428
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1431 {
1517 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1518 return NULL; 1433 return 0;
1519 1434
1520 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1436 * walk on's.
1522 */ 1437 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1525 return NULL; 1440 return 0;
1526 } 1441 }
1527 1442
1528 return op; 1443 return op;
1529} 1444}
1530 1445
1531/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1534 */ 1449 */
1535void 1450void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1452{
1538 object * 1453 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1454
1543 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1544 1456
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1604 1516
1605object * 1517object *
1606decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1607{ 1519{
1608 object *tmp; 1520 object *tmp;
1609 player *pl;
1610 1521
1611 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1523 return op;
1613 1524
1614 if (i > op->nrof) 1525 if (i > op->nrof)
1619 else if (op->env) 1530 else if (op->env)
1620 { 1531 {
1621 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1622 * therein? 1533 * therein?
1623 */ 1534 */
1624 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1540 * and then searching the map for a player.
1630 */ 1541 */
1631 if (!tmp) 1542 if (!tmp)
1632 { 1543 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1635 { 1545 {
1636 tmp = pl->ob; 1546 tmp = pl->ob;
1637 break; 1547 break;
1638 } 1548 }
1639 }
1640 1549
1641 if (i < op->nrof) 1550 if (i < op->nrof)
1642 { 1551 {
1643 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1553 op->nrof -= i;
1777 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1778 } 1687 }
1779 else 1688 else
1780 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1781 1690
1782 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1694 otmp->update_stats ();
1786 1695
1787 op->map = NULL; 1696 op->map = 0;
1788 op->env = this; 1697 op->env = this;
1789 op->above = NULL; 1698 op->above = 0;
1790 op->below = NULL; 1699 op->below = 0;
1791 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1792 1701
1793 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1795 { 1704 {
1809 { 1718 {
1810 op->below = inv; 1719 op->below = inv;
1811 op->below->above = op; 1720 op->below->above = op;
1812 inv = op; 1721 inv = op;
1813 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1814 1725
1815 return op; 1726 return op;
1816} 1727}
1817 1728
1818/* 1729/*
2008 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2009 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2010 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1922 * to be unique.
2012 */ 1923 */
2013
2014object * 1924object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1926{
2017 object * 1927 object *tmp;
2018 tmp;
2019 1928
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1931 return tmp;
2024 } 1932
2025 return NULL; 1933 return 0;
2026} 1934}
2027 1935
2028/* 1936/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2032 */ 1940 */
2033
2034object * 1941object *
2035present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2036{ 1943{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2041 if (tmp->arch == at) 1945 if (tmp->arch == at)
2042 return tmp; 1946 return tmp;
1947
2043 return NULL; 1948 return NULL;
2044} 1949}
2045 1950
2046/* 1951/*
2047 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2048 */ 1953 */
2049void 1954void
2050flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2051{ 1956{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1957 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1959 {
2058 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2060 } 1962 }
2061} /* 1963}
1964
1965/*
2062 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2063 */ 1967 */
2064void 1968void
2065unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2066{ 1970{
2067 object *
2068 tmp;
2069
2070 if (op->inv) 1971 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 { 1973 {
2073 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2075 } 1976 }
2076} 1977}
2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2080 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2081 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
2082 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
2083 */ 1984 */
2084
2085void 1985void
2086set_cheat (object *op) 1986set_cheat (object *op)
2087{ 1987{
2088 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2089 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2108 * because arch_blocked (now ob_blocked) needs to know the movement type 2008 * because arch_blocked (now ob_blocked) needs to know the movement type
2109 * to know if the space in question will block the object. We can't use 2009 * to know if the space in question will block the object. We can't use
2110 * the archetype because that isn't correct if the monster has been 2010 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 2011 * customized, changed states, etc.
2112 */ 2012 */
2113
2114int 2013int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 2015{
2117 int
2118 i,
2119 index = 0, flag; 2016 int index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2122 2018
2123 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2124 { 2020 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2126 if (!flag) 2022 if (!flag)
2127 altern[index++] = i; 2023 altern [index++] = i;
2128 2024
2129 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2130 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2131 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2132 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2136 */ 2032 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 2034 stop = maxfree[i];
2139 } 2035 }
2036
2140 if (!index) 2037 if (!index)
2141 return -1; 2038 return -1;
2039
2142 return altern[RANDOM () % index]; 2040 return altern[RANDOM () % index];
2143} 2041}
2144 2042
2145/* 2043/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2149 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2048 */
2151
2152int 2049int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2051{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2054 return i;
2162 } 2055
2163 return -1; 2056 return -1;
2164} 2057}
2165 2058
2166/* 2059/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2063 */
2170static void 2064static void
2171permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2172{ 2066{
2173 int 2067 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2068 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2069
2184 tmp = arr[i]; 2070 while (--end)
2185 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2072}
2189 2073
2190/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2192 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2195 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2080 */
2197void 2081void
2198get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2199{ 2083{
2200 int 2084 int i;
2201 i;
2202 2085
2203 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2087 search_arr[i] = i;
2206 }
2207 2088
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2092}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2221 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2222 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2104 * there is capable of.
2224 */ 2105 */
2225
2226int 2106int
2227find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2108{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2232 2110
2233 sint16 nx, ny; 2111 sint16 nx, ny;
2234 object * 2112 object *tmp;
2235 tmp;
2236 maptile * 2113 maptile *mp;
2237 mp;
2238 2114
2239 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2240 2116
2241 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2242 { 2118 {
2254 mp = m; 2130 mp = m;
2255 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2257 2133
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2259 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2137 max = maxfree[i];
2262 }
2263 else 2138 else
2264 { 2139 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2266 2143
2267 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2145 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2272 { 2147 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2274 { 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2277 break; 2151 break;
2278 } 2152
2279 }
2280 if (tmp) 2153 if (tmp)
2281 {
2282 return freedir[i]; 2154 return freedir[i];
2283 }
2284 } 2155 }
2285 } 2156 }
2286 } 2157 }
2158
2287 return 0; 2159 return 0;
2288} 2160}
2289 2161
2290/* 2162/*
2291 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2164 * distance between the two given objects.
2293 */ 2165 */
2294
2295int 2166int
2296distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2297{ 2168{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2169 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2170}
2304 2171
2305/* 2172/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2173 * find_dir_2(delta-x,delta-y) will return a direction in which
2307 * an object which has subtracted the x and y coordinates of another 2174 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2309 */ 2176 */
2310
2311int 2177int
2312find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2313{ 2179{
2314 int 2180 int q;
2315 q;
2316 2181
2317 if (y) 2182 if (y)
2318 q = x * 100 / y; 2183 q = x * 100 / y;
2319 else if (x) 2184 else if (x)
2320 q = -300 * x; 2185 q = -300 * x;
2355int 2220int
2356absdir (int d) 2221absdir (int d)
2357{ 2222{
2358 while (d < 1) 2223 while (d < 1)
2359 d += 8; 2224 d += 8;
2225
2360 while (d > 8) 2226 while (d > 8)
2361 d -= 8; 2227 d -= 8;
2228
2362 return d; 2229 return d;
2363} 2230}
2364 2231
2365/* 2232/*
2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2368 */ 2235 */
2369 2236
2370int 2237int
2371dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2372{ 2239{
2373 int 2240 int d;
2374 d;
2375 2241
2376 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2377 if (d > 4) 2243 if (d > 4)
2378 d = 8 - d; 2244 d = 8 - d;
2245
2379 return d; 2246 return d;
2380} 2247}
2381 2248
2382/* peterm: 2249/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2386 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2387 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2388 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2256 * functions.
2390 */ 2257 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2313 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2450 */ 2315 */
2451
2452
2453int 2316int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2318{
2456 sint16 dx, dy; 2319 sint16 dx, dy;
2457 int
2458 mflags; 2320 int mflags;
2459 2321
2460 if (dir < 0) 2322 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2462 2324
2463 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2476 return 0; 2338 return 0;
2477 2339
2478 /* yes, can see. */ 2340 /* yes, can see. */
2479 if (dir < 9) 2341 if (dir < 9)
2480 return 1; 2342 return 1;
2343
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2347}
2484
2485
2486 2348
2487/* 2349/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2489 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2366}
2505 2367
2506
2507/* 2368/*
2508 * create clone from object to another 2369 * create clone from object to another
2509 */ 2370 */
2510object * 2371object *
2511object_create_clone (object *asrc) 2372object_create_clone (object *asrc)
2530 { 2391 {
2531 dst = tmp; 2392 dst = tmp;
2532 tmp->head = 0; 2393 tmp->head = 0;
2533 } 2394 }
2534 else 2395 else
2535 {
2536 tmp->head = dst; 2396 tmp->head = dst;
2537 }
2538 2397
2539 tmp->more = 0; 2398 tmp->more = 0;
2540 2399
2541 if (prev) 2400 if (prev)
2542 prev->more = tmp; 2401 prev->more = tmp;
2554/* Basically, we save the content of the string to a temp file, then call */ 2413/* Basically, we save the content of the string to a temp file, then call */
2555/* load_object on it. I admit it is a highly inefficient way to make things, */ 2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2556/* but it was simple to make and allows reusing the load_object function. */ 2415/* but it was simple to make and allows reusing the load_object function. */
2557/* Remember not to use load_object_str in a time-critical situation. */ 2416/* Remember not to use load_object_str in a time-critical situation. */
2558/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2559
2560object * 2418object *
2561load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2562{ 2420{
2563 object *op; 2421 object *op;
2564 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2594 * returns NULL if no match. 2452 * returns NULL if no match.
2595 */ 2453 */
2596object * 2454object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2456{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2459 return tmp;
2604 2460
2605 return NULL; 2461 return 0;
2606} 2462}
2607 2463
2608/* If ob has a field named key, return the link from the list, 2464/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL. 2465 * otherwise return NULL.
2610 * 2466 *
2612 * do the desired thing. 2468 * do the desired thing.
2613 */ 2469 */
2614key_value * 2470key_value *
2615get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2616{ 2472{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2620 if (link->key == key) 2474 if (link->key == key)
2621 return link; 2475 return link;
2622 2476
2623 return NULL; 2477 return 0;
2624} 2478}
2625 2479
2626/* 2480/*
2627 * Returns the value of op has an extra_field for key, or NULL. 2481 * Returns the value of op has an extra_field for key, or NULL.
2628 * 2482 *
2668 * Returns TRUE on success. 2522 * Returns TRUE on success.
2669 */ 2523 */
2670int 2524int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2526{
2673 key_value *
2674 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2675 2528
2676 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2677 { 2530 {
2678 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2679 { 2532 {
2707 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2708 2561
2709 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2710 2563
2711 if (!add_key) 2564 if (!add_key)
2712 {
2713 return FALSE; 2565 return FALSE;
2714 } 2566
2715 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2719 * should pass in "" 2571 * should pass in ""

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