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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 1.89 by root, Tue Dec 26 09:52:40 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 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
379{ 364{
380 if (!op) 365 if (!op)
381 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
382 367
383 object_freezer freezer; 368 object_freezer freezer;
384 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
385 return freezer.as_string (); 370 return freezer.as_string ();
386} 371}
387 372
388/* 373/*
389 * 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
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)
583 tail = new_link; 522 tail = new_link;
584 } 523 }
585 } 524 }
586 } 525 }
587 526
588 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
589} 528}
590 529
591object * 530object *
592object::clone () 531object::clone ()
593{ 532{
615 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
618 */ 557 */
619void 558void
620update_ob_speed (object *op) 559object::set_speed (float speed)
621{ 560{
622 extern int arch_init; 561 extern int arch_init;
623 562
624 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated. 564 * since they never really need to be updated.
626 */ 565 */
627 566 if (flag [FLAG_FREED] && speed)
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 567 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 569 speed = 0;
635#endif
636 } 570 }
571
572 this->speed = speed;
637 573
638 if (arch_init) 574 if (arch_init)
639 return; 575 return;
640 576
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
642 { 578 {
643 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
645 return; 581 return;
646 582
647 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
648 * of the list. */ 584 * of the list. */
649 op->active_next = active_objects; 585 active_next = active_objects;
650 586
651 if (op->active_next != NULL) 587 if (active_next)
652 op->active_next->active_prev = op; 588 active_next->active_prev = this;
653 589
654 active_objects = op; 590 active_objects = this;
655 } 591 }
656 else 592 else
657 { 593 {
658 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
660 return; 596 return;
661 597
662 if (op->active_prev == NULL) 598 if (!active_prev)
663 { 599 {
664 active_objects = op->active_next; 600 active_objects = active_next;
665 601
666 if (op->active_next != NULL) 602 if (active_next)
667 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
668 } 604 }
669 else 605 else
670 { 606 {
671 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
672 608
673 if (op->active_next) 609 if (active_next)
674 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
675 } 611 }
676 612
677 op->active_next = NULL; 613 active_next = 0;
678 op->active_prev = NULL; 614 active_prev = 0;
679 } 615 }
680} 616}
681 617
682/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
683 * objects. 619 * objects.
709 op->active_next = NULL; 645 op->active_next = NULL;
710 op->active_prev = NULL; 646 op->active_prev = NULL;
711} 647}
712 648
713/* 649/*
714 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 653 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 654 * 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 655 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
721 * 657 *
722 * action is a hint of what the caller believes need to be done. 658 * 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: 659 * current action are:
728 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * 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. 663 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
733 */ 665 */
734
735void 666void
736update_object (object *op, int action) 667update_object (object *op, int action)
737{ 668{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
740 670
741 if (op == NULL) 671 if (op == NULL)
742 { 672 {
743 /* this should never happen */ 673 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 675 return;
746 } 676 }
747 677
748 if (op->env != NULL) 678 if (op->env)
749 { 679 {
750 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
751 * to do in this case. 681 * to do in this case.
752 */ 682 */
753 return; 683 return;
758 */ 688 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 690 return;
761 691
762 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 694 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 696#ifdef MANY_CORES
767 abort (); 697 abort ();
768#endif 698#endif
769 return; 699 return;
770 } 700 }
771 701
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 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);
778 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
779 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
780 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 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)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (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) 715 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 717 || (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 718 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 719 * to have move_allow right now.
804 */ 720 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 723 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 724 }
811
812 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 727 * that is being removed.
815 */ 728 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
820 else 733 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 735
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) 736 if (op->more)
830 update_object (op->more, action); 737 update_object (op->more, action);
831} 738}
832 739
833object::vector object::mortals;
834object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
835object *object::first; 741object *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}
848 742
849object::object () 743object::object ()
850{ 744{
851 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
852 746
884 778
885 prev = 0; 779 prev = 0;
886 next = 0; 780 next = 0;
887} 781}
888 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
804
805 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 }
819 }
820}
821
889object *object::create () 822object *object::create ()
890{ 823{
891 object *op = new object; 824 object *op = new object;
892 op->link (); 825 op->link ();
893 return op; 826 return op;
894} 827}
895 828
896/* 829void
897 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 831{
908 if (QUERY_FLAG (this, FLAG_FREED)) 832 attachable::do_destroy ();
833
834 if (flag [FLAG_IS_LINKED])
835 remove_button_link (this);
836
837 if (flag [FLAG_FRIENDLY])
838 remove_friendly_object (this);
839
840 if (!flag [FLAG_REMOVED])
841 remove ();
842
843 if (flag [FLAG_FREED])
909 return; 844 return;
910 845
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 846 flag [FLAG_FREED] = 1;
912 remove_friendly_object (this);
913 847
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 848 destroy_inv (true);
915 remove (); 849 set_speed (0);
916 850 unlink ();
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 }
966 851
967 // hack to ensure that freed objects still have a valid map 852 // hack to ensure that freed objects still have a valid map
968 { 853 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 854 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 855
982 map = freed_map; 867 map = freed_map;
983 x = 1; 868 x = 1;
984 y = 1; 869 y = 1;
985 } 870 }
986 871
872 head = 0;
873
874 if (more)
875 {
876 more->destroy ();
877 more = 0;
878 }
879
987 // clear those pointers that likely might have circular references to us 880 // clear those pointers that likely might have circular references to us
988 owner = 0; 881 owner = 0;
989 enemy = 0; 882 enemy = 0;
990 attacked_by = 0; 883 attacked_by = 0;
991 884
992 // only relevant for players(?), but make sure of it anyways 885 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 886 contr = 0;
887}
994 888
995 /* Remove object from the active list */ 889void
996 speed = 0; 890object::destroy (bool destroy_inventory)
997 update_ob_speed (this); 891{
892 if (destroyed ())
893 return;
998 894
999 unlink (); 895 if (destroy_inventory)
896 destroy_inv (false);
1000 897
1001 mortals.push_back (this); 898 attachable::destroy ();
1002} 899}
1003 900
1004/* 901/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 927object::remove ()
1031{ 928{
1032 object *tmp, *last = 0; 929 object *tmp, *last = 0;
1033 object *otmp; 930 object *otmp;
1034 931
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 933 return;
1039 934
1040 SET_FLAG (this, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1041 937
1042 if (more) 938 if (more)
1043 more->remove (); 939 more->remove ();
1044 940
1045 /* 941 /*
1055 951
1056 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 954 * to save cpu time.
1059 */ 955 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 957 otmp->update_stats ();
1062 958
1063 if (above != NULL) 959 if (above != NULL)
1064 above->below = below; 960 above->below = below;
1065 else 961 else
1066 env->inv = below; 962 env->inv = below;
1085 981
1086 /* link the object above us */ 982 /* link the object above us */
1087 if (above) 983 if (above)
1088 above->below = below; 984 above->below = below;
1089 else 985 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1091 987
1092 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1093 if (below) 989 if (below)
1094 below->above = above; 990 below->above = above;
1095 else 991 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1004 LOG (llevError, "%s\n", dump);
1109 free (dump); 1005 free (dump);
1110 } 1006 }
1111 1007
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1009 }
1114 1010
1115 above = 0; 1011 above = 0;
1116 below = 0; 1012 below = 0;
1117 1013
1118 if (map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1119 return; 1015 return;
1120 1016
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1018
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1019 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 { 1020 {
1125 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1126 * being removed. 1022 * being removed.
1132 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1133 * appropriately. 1029 * appropriately.
1134 */ 1030 */
1135 if (tmp->container == this) 1031 if (tmp->container == this)
1136 { 1032 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1034 tmp->container = 0;
1139 } 1035 }
1140 1036
1037 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1038 tmp->contr->ns->floorbox_update ();
1142 } 1039 }
1143 1040
1144 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1145 if (check_walk_off 1042 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1043 && ((move_type & tmp->move_off)
1160 last = tmp; 1057 last = tmp;
1161 } 1058 }
1162 1059
1163 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL of there are no objects on this space */
1164 if (!last) 1061 if (!last)
1165 { 1062 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 1063 else
1175 update_object (last, UP_OBJ_REMOVE); 1064 update_object (last, UP_OBJ_REMOVE);
1176 1065
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1067 update_all_los (map, x, y);
1179 } 1068 }
1180} 1069}
1181 1070
1182/* 1071/*
1191merge_ob (object *op, object *top) 1080merge_ob (object *op, object *top)
1192{ 1081{
1193 if (!op->nrof) 1082 if (!op->nrof)
1194 return 0; 1083 return 0;
1195 1084
1196 if (top == NULL) 1085 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1086 for (top = op; top && top->above; top = top->above)
1087 ;
1198 1088
1199 for (; top != NULL; top = top->below) 1089 for (; top; top = top->below)
1200 { 1090 {
1201 if (top == op) 1091 if (top == op)
1202 continue; 1092 continue;
1203 1093
1204 if (object::can_merge (op, top)) 1094 if (object::can_merge (op, top))
1254 * Return value: 1144 * Return value:
1255 * new object if 'op' was merged with other object 1145 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1146 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1147 * just 'op' otherwise
1258 */ 1148 */
1259
1260object * 1149object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1151{
1263 object *tmp, *top, *floor = NULL; 1152 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1153 sint16 x, y;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1188 free (dump);
1300 return op; 1189 return op;
1301 } 1190 }
1302 1191
1303 if (op->more != NULL) 1192 if (op->more)
1304 { 1193 {
1305 /* The part may be on a different map. */ 1194 /* The part may be on a different map. */
1306 1195
1307 object *more = op->more; 1196 object *more = op->more;
1308 1197
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1214 {
1326 if (!op->head) 1215 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1217
1329 return NULL; 1218 return 0;
1330 } 1219 }
1331 } 1220 }
1332 1221
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1223
1368 op->below = originator->below; 1257 op->below = originator->below;
1369 1258
1370 if (op->below) 1259 if (op->below)
1371 op->below->above = op; 1260 op->below->above = op;
1372 else 1261 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1262 op->ms ().bot = op;
1374 1263
1375 /* since *below* originator, no need to update top */ 1264 /* since *below* originator, no need to update top */
1376 originator->below = op; 1265 originator->below = op;
1377 } 1266 }
1378 else 1267 else
1424 * If INS_ON_TOP is used, don't do this processing 1313 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1314 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1315 * stacking is a bit odd.
1427 */ 1316 */
1428 if (!(flag & INS_ON_TOP) && 1317 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)) 1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1319 {
1431 for (last = top; last != floor; last = last->below) 1320 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1322 break;
1434 /* Check to see if we found the object that blocks view, 1323 /* Check to see if we found the object that blocks view,
1457 1346
1458 if (op->above) 1347 if (op->above)
1459 op->above->below = op; 1348 op->above->below = op;
1460 1349
1461 op->below = NULL; 1350 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1351 op->ms ().bot = op;
1463 } 1352 }
1464 else 1353 else
1465 { /* get inserted into the stack above top */ 1354 { /* get inserted into the stack above top */
1466 op->above = top->above; 1355 op->above = top->above;
1467 1356
1471 op->below = top; 1360 op->below = top;
1472 top->above = op; 1361 top->above = op;
1473 } 1362 }
1474 1363
1475 if (op->above == NULL) 1364 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1365 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1366 } /* else not INS_BELOW_ORIGINATOR */
1478 1367
1479 if (op->type == PLAYER) 1368 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1481 1370
1482 /* If we have a floor, we know the player, if any, will be above 1371 /* 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. 1372 * it, so save a few ticks and start from there.
1484 */ 1373 */
1485 if (!(flag & INS_MAP_LOAD)) 1374 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1375 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1376 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1377 pl->contr->ns->floorbox_update ();
1489 1378
1490 /* If this object glows, it may affect lighting conditions that are 1379 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1380 * 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 1381 * 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 1382 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1383 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1384 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1385 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient. 1386 * of effect may be sufficient.
1498 */ 1387 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1388 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1389 update_all_los (op->map, op->x, op->y);
1501 1390
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1391 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1392 update_object (op, UP_OBJ_INSERT);
1393
1394 INVOKE_OBJECT (INSERT, op);
1504 1395
1505 /* Don't know if moving this to the end will break anything. However, 1396 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1397 * we want to have floorbox_update called before calling this.
1507 * 1398 *
1508 * check_move_on() must be after this because code called from 1399 * check_move_on() must be after this because code called from
1513 1404
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1405 /* 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) 1406 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1407 {
1517 if (check_move_on (op, originator)) 1408 if (check_move_on (op, originator))
1518 return NULL; 1409 return 0;
1519 1410
1520 /* If we are a multi part object, lets work our way through the check 1411 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1412 * walk on's.
1522 */ 1413 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1415 if (check_move_on (tmp, originator))
1525 return NULL; 1416 return 0;
1526 } 1417 }
1527 1418
1528 return op; 1419 return op;
1529} 1420}
1530 1421
1531/* this function inserts an object in the map, but if it 1422/* 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. 1423 * 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. 1424 * op is the object to insert it under: supplies x and the map.
1534 */ 1425 */
1535void 1426void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1427replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1428{
1538 object * 1429 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1430
1543 /* first search for itself and remove any old instances */ 1431 /* first search for itself and remove any old instances */
1544 1432
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 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 */ 1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1604 1492
1605object * 1493object *
1606decrease_ob_nr (object *op, uint32 i) 1494decrease_ob_nr (object *op, uint32 i)
1607{ 1495{
1608 object *tmp; 1496 object *tmp;
1609 player *pl;
1610 1497
1611 if (i == 0) /* objects with op->nrof require this check */ 1498 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1499 return op;
1613 1500
1614 if (i > op->nrof) 1501 if (i > op->nrof)
1619 else if (op->env) 1506 else if (op->env)
1620 { 1507 {
1621 /* is this object in the players inventory, or sub container 1508 /* is this object in the players inventory, or sub container
1622 * therein? 1509 * therein?
1623 */ 1510 */
1624 tmp = is_player_inv (op->env); 1511 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1512 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1513 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1514 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1515 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1516 * and then searching the map for a player.
1630 */ 1517 */
1631 if (!tmp) 1518 if (!tmp)
1632 { 1519 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1520 if (pl->ob->container == op->env)
1635 { 1521 {
1636 tmp = pl->ob; 1522 tmp = pl->ob;
1637 break; 1523 break;
1638 } 1524 }
1639 }
1640 1525
1641 if (i < op->nrof) 1526 if (i < op->nrof)
1642 { 1527 {
1643 sub_weight (op->env, op->weight * i); 1528 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1529 op->nrof -= i;
1777 add_weight (this, op->weight * op->nrof); 1662 add_weight (this, op->weight * op->nrof);
1778 } 1663 }
1779 else 1664 else
1780 add_weight (this, (op->weight + op->carrying)); 1665 add_weight (this, (op->weight + op->carrying));
1781 1666
1782 otmp = is_player_inv (this); 1667 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1668 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1670 otmp->update_stats ();
1786 1671
1787 op->map = NULL; 1672 op->map = 0;
1788 op->env = this; 1673 op->env = this;
1789 op->above = NULL; 1674 op->above = 0;
1790 op->below = NULL; 1675 op->below = 0;
1791 op->x = 0, op->y = 0; 1676 op->x = 0, op->y = 0;
1792 1677
1793 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1679 if ((op->glow_radius != 0) && map)
1795 { 1680 {
1796#ifdef DEBUG_LIGHTS 1681#ifdef DEBUG_LIGHTS
1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1798#endif /* DEBUG_LIGHTS */ 1683#endif /* DEBUG_LIGHTS */
1799 if (MAP_DARKNESS (map)) 1684 if (map->darkness)
1800 update_all_los (map, x, y); 1685 update_all_los (map, x, y);
1801 } 1686 }
1802 1687
1803 /* Client has no idea of ordering so lets not bother ordering it here. 1688 /* Client has no idea of ordering so lets not bother ordering it here.
1804 * It sure simplifies this function... 1689 * It sure simplifies this function...
1809 { 1694 {
1810 op->below = inv; 1695 op->below = inv;
1811 op->below->above = op; 1696 op->below->above = op;
1812 inv = op; 1697 inv = op;
1813 } 1698 }
1699
1700 INVOKE_OBJECT (INSERT, this);
1814 1701
1815 return op; 1702 return op;
1816} 1703}
1817 1704
1818/* 1705/*
1870 1757
1871 /* The objects have to be checked from top to bottom. 1758 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top: 1759 * Hence, we first go to the top:
1873 */ 1760 */
1874 1761
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1876 { 1763 {
1877 /* Trim the search when we find the first other spell effect 1764 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects, 1765 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them. 1766 * we don't need to check all of them.
1880 */ 1767 */
1935/* 1822/*
1936 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
1937 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
1938 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
1939 */ 1826 */
1940
1941object * 1827object *
1942present_arch (const archetype *at, maptile *m, int x, int y) 1828present_arch (const archetype *at, maptile *m, int x, int y)
1943{ 1829{
1944 object *
1945 tmp;
1946
1947 if (m == NULL || out_of_map (m, x, y)) 1830 if (m == NULL || out_of_map (m, x, y))
1948 { 1831 {
1949 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
1950 return NULL; 1833 return NULL;
1951 } 1834 }
1835
1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1953 if (tmp->arch == at) 1837 if (tmp->arch == at)
1954 return tmp; 1838 return tmp;
1839
1955 return NULL; 1840 return NULL;
1956} 1841}
1957 1842
1958/* 1843/*
1959 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
1960 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
1961 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1962 */ 1847 */
1963
1964object * 1848object *
1965present (unsigned char type, maptile *m, int x, int y) 1849present (unsigned char type, maptile *m, int x, int y)
1966{ 1850{
1967 object *
1968 tmp;
1969
1970 if (out_of_map (m, x, y)) 1851 if (out_of_map (m, x, y))
1971 { 1852 {
1972 LOG (llevError, "Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1854 return NULL;
1974 } 1855 }
1856
1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if (tmp->type == type) 1858 if (tmp->type == type)
1977 return tmp; 1859 return tmp;
1860
1978 return NULL; 1861 return NULL;
1979} 1862}
1980 1863
1981/* 1864/*
1982 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1985 */ 1868 */
1986
1987object * 1869object *
1988present_in_ob (unsigned char type, const object *op) 1870present_in_ob (unsigned char type, const object *op)
1989{ 1871{
1990 object *
1991 tmp;
1992
1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 if (tmp->type == type) 1873 if (tmp->type == type)
1995 return tmp; 1874 return tmp;
1875
1996 return NULL; 1876 return NULL;
1997} 1877}
1998 1878
1999/* 1879/*
2000 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2008 * str is the string to match against. Note that we match against 1888 * 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 1889 * 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 1890 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1891 * to be unique.
2012 */ 1892 */
2013
2014object * 1893object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1894present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1895{
2017 object *
2018 tmp;
2019
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1898 return tmp;
2024 } 1899
2025 return NULL; 1900 return 0;
2026} 1901}
2027 1902
2028/* 1903/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2032 */ 1907 */
2033
2034object * 1908object *
2035present_arch_in_ob (const archetype *at, const object *op) 1909present_arch_in_ob (const archetype *at, const object *op)
2036{ 1910{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2041 if (tmp->arch == at) 1912 if (tmp->arch == at)
2042 return tmp; 1913 return tmp;
1914
2043 return NULL; 1915 return NULL;
2044} 1916}
2045 1917
2046/* 1918/*
2047 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2048 */ 1920 */
2049void 1921void
2050flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
2051{ 1923{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1924 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1926 {
2058 SET_FLAG (tmp, flag); 1927 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1928 flag_inv (tmp, flag);
2060 } 1929 }
2061} /* 1930}
1931
1932/*
2062 * desactivate recursively a flag on an object inventory 1933 * deactivate recursively a flag on an object inventory
2063 */ 1934 */
2064void 1935void
2065unflag_inv (object *op, int flag) 1936unflag_inv (object *op, int flag)
2066{ 1937{
2067 object *
2068 tmp;
2069
2070 if (op->inv) 1938 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 { 1940 {
2073 CLEAR_FLAG (tmp, flag); 1941 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1942 unflag_inv (tmp, flag);
2075 } 1943 }
2076} 1944}
2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2080 * all it's inventory (recursively). 1948 * all it's inventory (recursively).
2081 * If checksums are used, a player will get set_cheat called for 1949 * 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. 1950 * him/her-self and all object carried by a call to this function.
2083 */ 1951 */
2084
2085void 1952void
2086set_cheat (object *op) 1953set_cheat (object *op)
2087{ 1954{
2088 SET_FLAG (op, FLAG_WAS_WIZ); 1955 SET_FLAG (op, FLAG_WAS_WIZ);
2089 flag_inv (op, FLAG_WAS_WIZ); 1956 flag_inv (op, FLAG_WAS_WIZ);
2108 * because arch_blocked (now ob_blocked) needs to know the movement type 1975 * 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 1976 * 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 1977 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 1978 * customized, changed states, etc.
2112 */ 1979 */
2113
2114int 1980int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 1982{
2117 int
2118 i,
2119 index = 0, flag; 1983 int index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 1984 int altern[SIZEOFFREE];
2122 1985
2123 for (i = start; i < stop; i++) 1986 for (int i = start; i < stop; i++)
2124 { 1987 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2126 if (!flag) 1989 if (!flag)
2127 altern[index++] = i; 1990 altern [index++] = i;
2128 1991
2129 /* Basically, if we find a wall on a space, we cut down the search size. 1992 /* 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. 1993 * 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 - 1994 * 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 1995 * 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 1996 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 1997 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 1998 * won't look 2 spaces south of the target space.
2136 */ 1999 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 2001 stop = maxfree[i];
2139 } 2002 }
2003
2140 if (!index) 2004 if (!index)
2141 return -1; 2005 return -1;
2006
2142 return altern[RANDOM () % index]; 2007 return altern[RANDOM () % index];
2143} 2008}
2144 2009
2145/* 2010/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2011 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2012 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2013 * 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. 2014 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2015 */
2151
2152int 2016int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2017find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2018{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2019 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2021 return i;
2162 } 2022
2163 return -1; 2023 return -1;
2164} 2024}
2165 2025
2166/* 2026/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2027 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2028 * arr[begin..end-1].
2029 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2030 */
2170static void 2031static void
2171permute (int *arr, int begin, int end) 2032permute (int *arr, int begin, int end)
2172{ 2033{
2173 int 2034 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2035 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2036
2184 tmp = arr[i]; 2037 while (--end)
2185 arr[i] = arr[j]; 2038 swap (arr [end], arr [RANDOM () % (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2039}
2189 2040
2190/* new function to make monster searching more efficient, and effective! 2041/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2042 * 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 2043 * 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. 2046 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2047 */
2197void 2048void
2198get_search_arr (int *search_arr) 2049get_search_arr (int *search_arr)
2199{ 2050{
2200 int 2051 int i;
2201 i;
2202 2052
2203 for (i = 0; i < SIZEOFFREE; i++) 2053 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2054 search_arr[i] = i;
2206 }
2207 2055
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2056 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2057 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2058 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2059}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2068 * 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 2069 * 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 2070 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2071 * there is capable of.
2224 */ 2072 */
2225
2226int 2073int
2227find_dir (maptile *m, int x, int y, object *exclude) 2074find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2075{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2076 int i, max = SIZEOFFREE, mflags;
2232 2077
2233 sint16 nx, ny; 2078 sint16 nx, ny;
2234 object * 2079 object *tmp;
2235 tmp;
2236 maptile * 2080 maptile *mp;
2237 mp;
2238 2081
2239 MoveType blocked, move_type; 2082 MoveType blocked, move_type;
2240 2083
2241 if (exclude && exclude->head) 2084 if (exclude && exclude->head)
2242 { 2085 {
2254 mp = m; 2097 mp = m;
2255 nx = x + freearr_x[i]; 2098 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2099 ny = y + freearr_y[i];
2257 2100
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2101 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2102
2259 if (mflags & P_OUT_OF_MAP) 2103 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2104 max = maxfree[i];
2262 }
2263 else 2105 else
2264 { 2106 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2107 mapspace &ms = mp->at (nx, ny);
2108
2109 blocked = ms.move_block;
2266 2110
2267 if ((move_type & blocked) == move_type) 2111 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2112 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2113 else if (mflags & P_IS_ALIVE)
2272 { 2114 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2115 for (tmp = ms.bot; tmp; tmp = tmp->above)
2274 { 2116 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))) 2117 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2277 break; 2118 break;
2278 } 2119
2279 }
2280 if (tmp) 2120 if (tmp)
2281 {
2282 return freedir[i]; 2121 return freedir[i];
2283 }
2284 } 2122 }
2285 } 2123 }
2286 } 2124 }
2125
2287 return 0; 2126 return 0;
2288} 2127}
2289 2128
2290/* 2129/*
2291 * distance(object 1, object 2) will return the square of the 2130 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2131 * distance between the two given objects.
2293 */ 2132 */
2294
2295int 2133int
2296distance (const object *ob1, const object *ob2) 2134distance (const object *ob1, const object *ob2)
2297{ 2135{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2136 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2137}
2304 2138
2305/* 2139/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2140 * 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 2141 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2142 * object, needs to travel toward it.
2309 */ 2143 */
2310
2311int 2144int
2312find_dir_2 (int x, int y) 2145find_dir_2 (int x, int y)
2313{ 2146{
2314 int 2147 int q;
2315 q;
2316 2148
2317 if (y) 2149 if (y)
2318 q = x * 100 / y; 2150 q = x * 100 / y;
2319 else if (x) 2151 else if (x)
2320 q = -300 * x; 2152 q = -300 * x;
2355int 2187int
2356absdir (int d) 2188absdir (int d)
2357{ 2189{
2358 while (d < 1) 2190 while (d < 1)
2359 d += 8; 2191 d += 8;
2192
2360 while (d > 8) 2193 while (d > 8)
2361 d -= 8; 2194 d -= 8;
2195
2362 return d; 2196 return d;
2363} 2197}
2364 2198
2365/* 2199/*
2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2368 */ 2202 */
2369 2203
2370int 2204int
2371dirdiff (int dir1, int dir2) 2205dirdiff (int dir1, int dir2)
2372{ 2206{
2373 int 2207 int d;
2374 d;
2375 2208
2376 d = abs (dir1 - dir2); 2209 d = abs (dir1 - dir2);
2377 if (d > 4) 2210 if (d > 4)
2378 d = 8 - d; 2211 d = 8 - d;
2212
2379 return d; 2213 return d;
2380} 2214}
2381 2215
2382/* peterm: 2216/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2217 * 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 2220 * 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. 2221 * 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 2222 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2223 * functions.
2390 */ 2224 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2225int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2226 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2227 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2228 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2229 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2230 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2278 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2279 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2280 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2281 * Modified to be map tile aware -.MSW
2450 */ 2282 */
2451
2452
2453int 2283int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2284can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2285{
2456 sint16 dx, dy; 2286 sint16 dx, dy;
2457 int
2458 mflags; 2287 int mflags;
2459 2288
2460 if (dir < 0) 2289 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2290 return 0; /* exit condition: invalid direction */
2462 2291
2463 dx = x + freearr_x[dir]; 2292 dx = x + freearr_x[dir];
2476 return 0; 2305 return 0;
2477 2306
2478 /* yes, can see. */ 2307 /* yes, can see. */
2479 if (dir < 9) 2308 if (dir < 9)
2480 return 1; 2309 return 1;
2310
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2311 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]); 2312 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2313 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2314}
2484
2485
2486 2315
2487/* 2316/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2317 * 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 2318 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2319 * picked up, otherwise 0.
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (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)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2333}
2505 2334
2506
2507/* 2335/*
2508 * create clone from object to another 2336 * create clone from object to another
2509 */ 2337 */
2510object * 2338object *
2511object_create_clone (object *asrc) 2339object_create_clone (object *asrc)
2530 { 2358 {
2531 dst = tmp; 2359 dst = tmp;
2532 tmp->head = 0; 2360 tmp->head = 0;
2533 } 2361 }
2534 else 2362 else
2535 {
2536 tmp->head = dst; 2363 tmp->head = dst;
2537 }
2538 2364
2539 tmp->more = 0; 2365 tmp->more = 0;
2540 2366
2541 if (prev) 2367 if (prev)
2542 prev->more = tmp; 2368 prev->more = tmp;
2554/* Basically, we save the content of the string to a temp file, then call */ 2380/* 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, */ 2381/* 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. */ 2382/* 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. */ 2383/* Remember not to use load_object_str in a time-critical situation. */
2558/* Also remember that multiparts objects are not supported for now. */ 2384/* Also remember that multiparts objects are not supported for now. */
2559
2560object * 2385object *
2561load_object_str (const char *obstr) 2386load_object_str (const char *obstr)
2562{ 2387{
2563 object *op; 2388 object *op;
2564 char filename[MAX_BUF]; 2389 char filename[MAX_BUF];
2594 * returns NULL if no match. 2419 * returns NULL if no match.
2595 */ 2420 */
2596object * 2421object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2422find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2423{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2424 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2425 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2426 return tmp;
2604 2427
2605 return NULL; 2428 return 0;
2606} 2429}
2607 2430
2608/* If ob has a field named key, return the link from the list, 2431/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL. 2432 * otherwise return NULL.
2610 * 2433 *
2612 * do the desired thing. 2435 * do the desired thing.
2613 */ 2436 */
2614key_value * 2437key_value *
2615get_ob_key_link (const object *ob, const char *key) 2438get_ob_key_link (const object *ob, const char *key)
2616{ 2439{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next) 2440 for (key_value *link = ob->key_values; link; link = link->next)
2620 if (link->key == key) 2441 if (link->key == key)
2621 return link; 2442 return link;
2622 2443
2623 return NULL; 2444 return 0;
2624} 2445}
2625 2446
2626/* 2447/*
2627 * Returns the value of op has an extra_field for key, or NULL. 2448 * Returns the value of op has an extra_field for key, or NULL.
2628 * 2449 *
2668 * Returns TRUE on success. 2489 * Returns TRUE on success.
2669 */ 2490 */
2670int 2491int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2493{
2673 key_value *
2674 field = NULL, *last = NULL; 2494 key_value *field = NULL, *last = NULL;
2675 2495
2676 for (field = op->key_values; field != NULL; field = field->next) 2496 for (field = op->key_values; field != NULL; field = field->next)
2677 { 2497 {
2678 if (field->key != canonical_key) 2498 if (field->key != canonical_key)
2679 { 2499 {
2707 /* IF we get here, key doesn't exist */ 2527 /* IF we get here, key doesn't exist */
2708 2528
2709 /* No field, we'll have to add it. */ 2529 /* No field, we'll have to add it. */
2710 2530
2711 if (!add_key) 2531 if (!add_key)
2712 {
2713 return FALSE; 2532 return FALSE;
2714 } 2533
2715 /* There isn't any good reason to store a null 2534 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has 2535 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't 2536 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings, 2537 * be here. If user wants to store empty strings,
2719 * should pass in "" 2538 * should pass in ""

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