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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226
227 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 ()
228 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 228 || ob1->name != ob2->name
230 || ob1->title != ob2->title 229 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
353 op = op->env; 352 op = op->env;
354 return op; 353 return op;
355} 354}
356 355
357/* 356/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 358 * Some error messages.
375 * 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.
376 */ 360 */
377 361
380{ 364{
381 if (!op) 365 if (!op)
382 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
383 367
384 object_freezer freezer; 368 object_freezer freezer;
385 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
386 return freezer.as_string (); 370 return freezer.as_string ();
387} 371}
388 372
389/* 373/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
483 } 467 }
484 468
485 op->key_values = 0; 469 op->key_values = 0;
486} 470}
487 471
488void object::clear ()
489{
490 attachable_base::clear ();
491
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/* 472/*
531 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
534 * 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,
540{ 482{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543 485
544 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
549 487
550 if (is_freed) 488 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
552 490
553 if (is_removed) 491 if (is_removed)
623 extern int arch_init; 561 extern int arch_init;
624 562
625 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated. 564 * since they never really need to be updated.
627 */ 565 */
628
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed) 566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 567 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 569 op->speed = 0;
636#endif
637 } 570 }
638 571
639 if (arch_init) 572 if (arch_init)
640 return; 573 return;
641 574
710 op->active_next = NULL; 643 op->active_next = NULL;
711 op->active_prev = NULL; 644 op->active_prev = NULL;
712} 645}
713 646
714/* 647/*
715 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 651 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
720 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
722 * 655 *
723 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 657 * current action are:
729 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
734 */ 663 */
735
736void 664void
737update_object (object *op, int action) 665update_object (object *op, int action)
738{ 666{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow; 667 MoveType move_on, move_off, move_block, move_slow;
741 668
742 if (op == NULL) 669 if (op == NULL)
743 { 670 {
744 /* this should never happen */ 671 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 672 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 673 return;
747 } 674 }
748 675
749 if (op->env != NULL) 676 if (op->env)
750 { 677 {
751 /* Animation is currently handled by client, so nothing 678 /* Animation is currently handled by client, so nothing
752 * to do in this case. 679 * to do in this case.
753 */ 680 */
754 return; 681 return;
759 */ 686 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 687 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 688 return;
762 689
763 /* make sure the object is within map boundaries */ 690 /* make sure the object is within map boundaries */
764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 692 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 693 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 694#ifdef MANY_CORES
768 abort (); 695 abort ();
769#endif 696#endif
770 return; 697 return;
771 } 698 }
772 699
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 700 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 701
702 if (m.flags_ & P_NEED_UPDATE)
703 /* nop */;
780 if (action == UP_OBJ_INSERT) 704 else if (action == UP_OBJ_INSERT)
781 { 705 {
706 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 713 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 714 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 715 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* This isn't perfect, but I don't expect a lot of objects to 716 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 717 * to have move_allow right now.
805 */ 718 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 721 m.flags_ = P_NEED_UPDATE;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 722 }
812
813 /* if the object is being removed, we can't make intelligent 723 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 724 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 725 * that is being removed.
816 */ 726 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 728 m.flags_ = P_NEED_UPDATE;
819 else if (action == UP_OBJ_FACE) 729 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 730 /* Nothing to do for that case */ ;
821 else 731 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 732 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 733
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 734 if (op->more)
831 update_object (op->more, action); 735 update_object (op->more, action);
832} 736}
833 737
834object::vector object::mortals;
835object::vector object::objects; // not yet used 738object::vector object::objects; // not yet used
836object *object::first; 739object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848}
849 740
850object::object () 741object::object ()
851{ 742{
852 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
853 744
902 * this function to succeed. 793 * this function to succeed.
903 * 794 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in 795 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground. 796 * inventory to the ground.
906 */ 797 */
907void object::destroy (bool destroy_inventory) 798void
799object::do_destroy ()
908{ 800{
909 if (QUERY_FLAG (this, FLAG_FREED)) 801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
910 return; 813 return;
911 814
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 flag [FLAG_FREED] = 1;
913 remove_friendly_object (this);
914
915 if (!QUERY_FLAG (this, FLAG_REMOVED))
916 remove ();
917
918 SET_FLAG (this, FLAG_FREED);
919
920 if (more)
921 {
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925
926 if (inv)
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 816
968 // hack to ensure that freed objects still have a valid map 817 // hack to ensure that freed objects still have a valid map
969 { 818 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 819 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 820
983 map = freed_map; 832 map = freed_map;
984 x = 1; 833 x = 1;
985 y = 1; 834 y = 1;
986 } 835 }
987 836
837 more = 0;
838 head = 0;
839 inv = 0;
840
988 // clear those pointers that likely might have circular references to us 841 // clear those pointers that likely might have circular references to us
989 owner = 0; 842 owner = 0;
990 enemy = 0; 843 enemy = 0;
991 attacked_by = 0; 844 attacked_by = 0;
992 845
996 /* Remove object from the active list */ 849 /* Remove object from the active list */
997 speed = 0; 850 speed = 0;
998 update_ob_speed (this); 851 update_ob_speed (this);
999 852
1000 unlink (); 853 unlink ();
854}
1001 855
1002 mortals.push_back (this); 856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899}
900
901void
902object::destroy (bool destroy_inventory)
903{
904 if (destroyed ())
905 return;
906
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory)
915 destroy_inv (true);
916
917 attachable::destroy ();
1003} 918}
1004 919
1005/* 920/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 921 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 922 * weight of an object (and what is carried by it's environment(s)).
1031object::remove () 946object::remove ()
1032{ 947{
1033 object *tmp, *last = 0; 948 object *tmp, *last = 0;
1034 object *otmp; 949 object *otmp;
1035 950
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 952 return;
1040 953
1041 SET_FLAG (this, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this);
1042 956
1043 if (more) 957 if (more)
1044 more->remove (); 958 more->remove ();
1045 959
1046 /* 960 /*
1056 970
1057 /* NO_FIX_PLAYER is set when a great many changes are being 971 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 972 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 973 * to save cpu time.
1060 */ 974 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 976 otmp->update_stats ();
1063 977
1064 if (above != NULL) 978 if (above != NULL)
1065 above->below = below; 979 above->below = below;
1066 else 980 else
1067 env->inv = below; 981 env->inv = below;
1086 1000
1087 /* link the object above us */ 1001 /* link the object above us */
1088 if (above) 1002 if (above)
1089 above->below = below; 1003 above->below = below;
1090 else 1004 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1005 map->at (x, y).top = below; /* we were top, set new top */
1092 1006
1093 /* Relink the object below us, if there is one */ 1007 /* Relink the object below us, if there is one */
1094 if (below) 1008 if (below)
1095 below->above = above; 1009 below->above = above;
1096 else 1010 else
1108 dump = dump_object (GET_MAP_OB (map, x, y)); 1022 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump); 1023 LOG (llevError, "%s\n", dump);
1110 free (dump); 1024 free (dump);
1111 } 1025 }
1112 1026
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1027 map->at (x, y).bot = above; /* goes on above it. */
1114 } 1028 }
1115 1029
1116 above = 0; 1030 above = 0;
1117 below = 0; 1031 below = 0;
1118 1032
1119 if (map->in_memory == MAP_SAVING) 1033 if (map->in_memory == MAP_SAVING)
1120 return; 1034 return;
1121 1035
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1036 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1037
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 { 1039 {
1126 /* No point updating the players look faces if he is the object 1040 /* No point updating the players look faces if he is the object
1127 * being removed. 1041 * being removed.
1133 * removed (most likely destroyed), update the player view 1047 * removed (most likely destroyed), update the player view
1134 * appropriately. 1048 * appropriately.
1135 */ 1049 */
1136 if (tmp->container == this) 1050 if (tmp->container == this)
1137 { 1051 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1052 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1053 tmp->container = 0;
1140 } 1054 }
1141 1055
1142 tmp->contr->socket->update_look = 1; 1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1143 } 1058 }
1144 1059
1145 /* See if player moving off should effect something */ 1060 /* See if player moving off should effect something */
1146 if (check_walk_off 1061 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1062 && ((move_type & tmp->move_off)
1161 last = tmp; 1076 last = tmp;
1162 } 1077 }
1163 1078
1164 /* last == NULL of there are no objects on this space */ 1079 /* last == NULL of there are no objects on this space */
1165 if (!last) 1080 if (!last)
1166 { 1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1082 else
1176 update_object (last, UP_OBJ_REMOVE); 1083 update_object (last, UP_OBJ_REMOVE);
1177 1084
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1086 update_all_los (map, x, y);
1180 } 1087 }
1181} 1088}
1182 1089
1183/* 1090/*
1192merge_ob (object *op, object *top) 1099merge_ob (object *op, object *top)
1193{ 1100{
1194 if (!op->nrof) 1101 if (!op->nrof)
1195 return 0; 1102 return 0;
1196 1103
1197 if (top == NULL) 1104 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1105 for (top = op; top && top->above; top = top->above)
1106 ;
1199 1107
1200 for (; top != NULL; top = top->below) 1108 for (; top; top = top->below)
1201 { 1109 {
1202 if (top == op) 1110 if (top == op)
1203 continue; 1111 continue;
1204 1112
1205 if (object::can_merge (op, top)) 1113 if (object::can_merge (op, top))
1255 * Return value: 1163 * Return value:
1256 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1166 * just 'op' otherwise
1259 */ 1167 */
1260
1261object * 1168object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1170{
1264 object *tmp, *top, *floor = NULL; 1171 object *tmp, *top, *floor = NULL;
1265 sint16 x, y; 1172 sint16 x, y;
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump); 1207 free (dump);
1301 return op; 1208 return op;
1302 } 1209 }
1303 1210
1304 if (op->more != NULL) 1211 if (op->more)
1305 { 1212 {
1306 /* The part may be on a different map. */ 1213 /* The part may be on a different map. */
1307 1214
1308 object *more = op->more; 1215 object *more = op->more;
1309 1216
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 { 1233 {
1327 if (!op->head) 1234 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1236
1330 return NULL; 1237 return 0;
1331 } 1238 }
1332 } 1239 }
1333 1240
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1241 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1242
1369 op->below = originator->below; 1276 op->below = originator->below;
1370 1277
1371 if (op->below) 1278 if (op->below)
1372 op->below->above = op; 1279 op->below->above = op;
1373 else 1280 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1281 op->ms ().bot = op;
1375 1282
1376 /* since *below* originator, no need to update top */ 1283 /* since *below* originator, no need to update top */
1377 originator->below = op; 1284 originator->below = op;
1378 } 1285 }
1379 else 1286 else
1425 * If INS_ON_TOP is used, don't do this processing 1332 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1333 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1334 * stacking is a bit odd.
1428 */ 1335 */
1429 if (!(flag & INS_ON_TOP) && 1336 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 { 1338 {
1432 for (last = top; last != floor; last = last->below) 1339 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1341 break;
1435 /* Check to see if we found the object that blocks view, 1342 /* Check to see if we found the object that blocks view,
1458 1365
1459 if (op->above) 1366 if (op->above)
1460 op->above->below = op; 1367 op->above->below = op;
1461 1368
1462 op->below = NULL; 1369 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1370 op->ms ().bot = op;
1464 } 1371 }
1465 else 1372 else
1466 { /* get inserted into the stack above top */ 1373 { /* get inserted into the stack above top */
1467 op->above = top->above; 1374 op->above = top->above;
1468 1375
1472 op->below = top; 1379 op->below = top;
1473 top->above = op; 1380 top->above = op;
1474 } 1381 }
1475 1382
1476 if (op->above == NULL) 1383 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1384 op->ms ().top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1385 } /* else not INS_BELOW_ORIGINATOR */
1479 1386
1480 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1481 op->contr->do_los = 1; 1388 op->contr->do_los = 1;
1482 1389
1483 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1485 */ 1392 */
1486 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1488 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1490 1397
1491 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient. 1405 * of effect may be sufficient.
1499 */ 1406 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1502 1409
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1505 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1506 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1508 * 1417 *
1509 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1421 * update_object().
1514 1423
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1426 {
1518 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1519 return NULL; 1428 return 0;
1520 1429
1521 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1431 * walk on's.
1523 */ 1432 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1526 return NULL; 1435 return 0;
1527 } 1436 }
1528 1437
1529 return op; 1438 return op;
1530} 1439}
1531 1440
1532/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1535 */ 1444 */
1536void 1445void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1447{
1539 object * 1448 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1449
1544 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1545 1451
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1605 1511
1606object * 1512object *
1607decrease_ob_nr (object *op, uint32 i) 1513decrease_ob_nr (object *op, uint32 i)
1608{ 1514{
1609 object *tmp; 1515 object *tmp;
1610 player *pl;
1611 1516
1612 if (i == 0) /* objects with op->nrof require this check */ 1517 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1518 return op;
1614 1519
1615 if (i > op->nrof) 1520 if (i > op->nrof)
1616 i = op->nrof; 1521 i = op->nrof;
1617 1522
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1524 op->nrof -= i;
1620 else if (op->env != NULL) 1525 else if (op->env)
1621 { 1526 {
1622 /* is this object in the players inventory, or sub container 1527 /* is this object in the players inventory, or sub container
1623 * therein? 1528 * therein?
1624 */ 1529 */
1625 tmp = is_player_inv (op->env); 1530 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1531 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1532 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1533 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1534 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1535 * and then searching the map for a player.
1631 */ 1536 */
1632 if (!tmp) 1537 if (!tmp)
1633 { 1538 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1636 break; 1542 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1543 }
1642 1544
1643 if (i < op->nrof) 1545 if (i < op->nrof)
1644 { 1546 {
1645 sub_weight (op->env, op->weight * i); 1547 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1548 op->nrof -= i;
1647 if (tmp) 1549 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1550 esrv_send_item (tmp, op);
1650 }
1651 } 1551 }
1652 else 1552 else
1653 { 1553 {
1654 op->remove (); 1554 op->remove ();
1655 op->nrof = 0; 1555 op->nrof = 0;
1656 if (tmp) 1556 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1557 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1558 }
1661 } 1559 }
1662 else 1560 else
1663 { 1561 {
1664 object *above = op->above; 1562 object *above = op->above;
1670 op->remove (); 1568 op->remove ();
1671 op->nrof = 0; 1569 op->nrof = 0;
1672 } 1570 }
1673 1571
1674 /* Since we just removed op, op->above is null */ 1572 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1573 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1574 if (tmp->type == PLAYER)
1677 { 1575 {
1678 if (op->nrof) 1576 if (op->nrof)
1679 esrv_send_item (tmp, op); 1577 esrv_send_item (tmp, op);
1680 else 1578 else
1685 if (op->nrof) 1583 if (op->nrof)
1686 return op; 1584 return op;
1687 else 1585 else
1688 { 1586 {
1689 op->destroy (); 1587 op->destroy ();
1690 return NULL; 1588 return 0;
1691 } 1589 }
1692} 1590}
1693 1591
1694/* 1592/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1593 * add_weight(object, weight) adds the specified weight to an object,
1783 add_weight (this, op->weight * op->nrof); 1681 add_weight (this, op->weight * op->nrof);
1784 } 1682 }
1785 else 1683 else
1786 add_weight (this, (op->weight + op->carrying)); 1684 add_weight (this, (op->weight + op->carrying));
1787 1685
1788 otmp = is_player_inv (this); 1686 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1687 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1689 otmp->update_stats ();
1792 1690
1793 op->map = NULL; 1691 op->map = 0;
1794 op->env = this; 1692 op->env = this;
1795 op->above = NULL; 1693 op->above = 0;
1796 op->below = NULL; 1694 op->below = 0;
1797 op->x = 0, op->y = 0; 1695 op->x = 0, op->y = 0;
1798 1696
1799 /* reset the light list and los of the players on the map */ 1697 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1698 if ((op->glow_radius != 0) && map)
1801 { 1699 {
1802#ifdef DEBUG_LIGHTS 1700#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1702#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1703 if (map->darkness)
1806 update_all_los (map, x, y); 1704 update_all_los (map, x, y);
1807 } 1705 }
1808 1706
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1707 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1708 * It sure simplifies this function...
1815 { 1713 {
1816 op->below = inv; 1714 op->below = inv;
1817 op->below->above = op; 1715 op->below->above = op;
1818 inv = op; 1716 inv = op;
1819 } 1717 }
1718
1719 INVOKE_OBJECT (INSERT, this);
1820 1720
1821 return op; 1721 return op;
1822} 1722}
1823 1723
1824/* 1724/*
1876 1776
1877 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1879 */ 1779 */
1880 1780
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1882 { 1782 {
1883 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1785 * we don't need to check all of them.
1886 */ 1786 */
1941/* 1841/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1945 */ 1845 */
1946
1947object * 1846object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1848{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
1954 { 1850 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1852 return NULL;
1957 } 1853 }
1854
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1959 if (tmp->arch == at) 1856 if (tmp->arch == at)
1960 return tmp; 1857 return tmp;
1858
1961 return NULL; 1859 return NULL;
1962} 1860}
1963 1861
1964/* 1862/*
1965 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1968 */ 1866 */
1969
1970object * 1867object *
1971present (unsigned char type, maptile *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
1972{ 1869{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
1977 { 1871 {
1978 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1873 return NULL;
1980 } 1874 }
1875
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1982 if (tmp->type == type) 1877 if (tmp->type == type)
1983 return tmp; 1878 return tmp;
1879
1984 return NULL; 1880 return NULL;
1985} 1881}
1986 1882
1987/* 1883/*
1988 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1991 */ 1887 */
1992
1993object * 1888object *
1994present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
1995{ 1890{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1892 if (tmp->type == type)
2001 return tmp; 1893 return tmp;
1894
2002 return NULL; 1895 return NULL;
2003} 1896}
2004 1897
2005/* 1898/*
2006 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1910 * to be unique.
2018 */ 1911 */
2019
2020object * 1912object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1914{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1917 return tmp;
2030 } 1918
2031 return NULL; 1919 return 0;
2032} 1920}
2033 1921
2034/* 1922/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2038 */ 1926 */
2039
2040object * 1927object *
2041present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2042{ 1929{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1931 if (tmp->arch == at)
2048 return tmp; 1932 return tmp;
1933
2049 return NULL; 1934 return NULL;
2050} 1935}
2051 1936
2052/* 1937/*
2053 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2054 */ 1939 */
2055void 1940void
2056flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2057{ 1942{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1943 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1945 {
2064 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2066 } 1948 }
2067} /* 1949}
1950
1951/*
2068 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2069 */ 1953 */
2070void 1954void
2071unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2072{ 1956{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1957 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1959 {
2079 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2081 } 1962 }
2082} 1963}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2089 */ 1970 */
2090
2091void 1971void
2092set_cheat (object *op) 1972set_cheat (object *op)
2093{ 1973{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1997 * customized, changed states, etc.
2118 */ 1998 */
2119
2120int 1999int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 2001{
2123 int
2124 i,
2125 index = 0, flag; 2002 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2128 2004
2129 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2130 { 2006 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 2008 if (!flag)
2133 altern[index++] = i; 2009 altern [index++] = i;
2134 2010
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2142 */ 2018 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2020 stop = maxfree[i];
2145 } 2021 }
2022
2146 if (!index) 2023 if (!index)
2147 return -1; 2024 return -1;
2025
2148 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2149} 2027}
2150 2028
2151/* 2029/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2034 */
2157
2158int 2035int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2037{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2040 return i;
2168 } 2041
2169 return -1; 2042 return -1;
2170} 2043}
2171 2044
2172/* 2045/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2049 */
2176static void 2050static void
2177permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2178{ 2052{
2179 int 2053 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2054 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2055
2190 tmp = arr[i]; 2056 while (--end)
2191 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2058}
2195 2059
2196/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2066 */
2203void 2067void
2204get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2205{ 2069{
2206 int 2070 int i;
2207 i;
2208 2071
2209 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2073 search_arr[i] = i;
2212 }
2213 2074
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2078}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2090 * there is capable of.
2230 */ 2091 */
2231
2232int 2092int
2233find_dir (maptile *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2094{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2238 2096
2239 sint16 nx, ny; 2097 sint16 nx, ny;
2240 object * 2098 object *tmp;
2241 tmp;
2242 maptile * 2099 maptile *mp;
2243 mp;
2244 2100
2245 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2246 2102
2247 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2248 { 2104 {
2260 mp = m; 2116 mp = m;
2261 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2263 2119
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2265 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2123 max = maxfree[i];
2268 }
2269 else 2124 else
2270 { 2125 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2272 2129
2273 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2131 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2278 { 2133 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2137 break;
2284 } 2138
2285 }
2286 if (tmp) 2139 if (tmp)
2287 {
2288 return freedir[i]; 2140 return freedir[i];
2289 }
2290 } 2141 }
2291 } 2142 }
2292 } 2143 }
2144
2293 return 0; 2145 return 0;
2294} 2146}
2295 2147
2296/* 2148/*
2297 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2150 * distance between the two given objects.
2299 */ 2151 */
2300
2301int 2152int
2302distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2303{ 2154{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2156}
2310 2157
2311/* 2158/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2315 */ 2162 */
2316
2317int 2163int
2318find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2319{ 2165{
2320 int 2166 int q;
2321 q;
2322 2167
2323 if (y) 2168 if (y)
2324 q = x * 100 / y; 2169 q = x * 100 / y;
2325 else if (x) 2170 else if (x)
2326 q = -300 * x; 2171 q = -300 * x;
2361int 2206int
2362absdir (int d) 2207absdir (int d)
2363{ 2208{
2364 while (d < 1) 2209 while (d < 1)
2365 d += 8; 2210 d += 8;
2211
2366 while (d > 8) 2212 while (d > 8)
2367 d -= 8; 2213 d -= 8;
2214
2368 return d; 2215 return d;
2369} 2216}
2370 2217
2371/* 2218/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2374 */ 2221 */
2375 2222
2376int 2223int
2377dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2378{ 2225{
2379 int 2226 int d;
2380 d;
2381 2227
2382 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2383 if (d > 4) 2229 if (d > 4)
2384 d = 8 - d; 2230 d = 8 - d;
2231
2385 return d; 2232 return d;
2386} 2233}
2387 2234
2388/* peterm: 2235/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2242 * functions.
2396 */ 2243 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2299 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2456 */ 2301 */
2457
2458
2459int 2302int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2304{
2462 sint16 dx, dy; 2305 sint16 dx, dy;
2463 int
2464 mflags; 2306 int mflags;
2465 2307
2466 if (dir < 0) 2308 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2468 2310
2469 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2482 return 0; 2324 return 0;
2483 2325
2484 /* yes, can see. */ 2326 /* yes, can see. */
2485 if (dir < 9) 2327 if (dir < 9)
2486 return 1; 2328 return 1;
2329
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2333}
2490
2491
2492 2334
2493/* 2335/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2352}
2511 2353
2512
2513/* 2354/*
2514 * create clone from object to another 2355 * create clone from object to another
2515 */ 2356 */
2516object * 2357object *
2517object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2536 { 2377 {
2537 dst = tmp; 2378 dst = tmp;
2538 tmp->head = 0; 2379 tmp->head = 0;
2539 } 2380 }
2540 else 2381 else
2541 {
2542 tmp->head = dst; 2382 tmp->head = dst;
2543 }
2544 2383
2545 tmp->more = 0; 2384 tmp->more = 0;
2546 2385
2547 if (prev) 2386 if (prev)
2548 prev->more = tmp; 2387 prev->more = tmp;
2560/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2565
2566object * 2404object *
2567load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2568{ 2406{
2569 object *op; 2407 object *op;
2570 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2600 * returns NULL if no match. 2438 * returns NULL if no match.
2601 */ 2439 */
2602object * 2440object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2442{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2445 return tmp;
2610 2446
2611 return NULL; 2447 return 0;
2612} 2448}
2613 2449
2614/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2451 * otherwise return NULL.
2616 * 2452 *
2618 * do the desired thing. 2454 * do the desired thing.
2619 */ 2455 */
2620key_value * 2456key_value *
2621get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2622{ 2458{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2460 if (link->key == key)
2627 return link; 2461 return link;
2628 2462
2629 return NULL; 2463 return 0;
2630} 2464}
2631 2465
2632/* 2466/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2468 *
2674 * Returns TRUE on success. 2508 * Returns TRUE on success.
2675 */ 2509 */
2676int 2510int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2512{
2679 key_value *
2680 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2681 2514
2682 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2516 {
2684 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2685 { 2518 {
2713 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2714 2547
2715 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2716 2549
2717 if (!add_key) 2550 if (!add_key)
2718 {
2719 return FALSE; 2551 return FALSE;
2720 } 2552
2721 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2725 * should pass in "" 2557 * should pass in ""

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