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Comparing deliantra/server/common/object.C (file contents):
Revision 1.71 by elmex, Tue Dec 19 13:41:45 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 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);
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 226 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 227 || ob1->name != ob2->name
229 || ob1->title != ob2->title 228 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 230 || ob1->weight != ob2->weight
352 op = op->env; 351 op = op->env;
353 return op; 352 return op;
354} 353}
355 354
356/* 355/*
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. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 357 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
375 */ 359 */
376 360
379{ 363{
380 if (!op) 364 if (!op)
381 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
382 366
383 object_freezer freezer; 367 object_freezer freezer;
384 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
385 return freezer.as_string (); 369 return freezer.as_string ();
386} 370}
387 371
388/* 372/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
482 } 466 }
483 467
484 op->key_values = 0; 468 op->key_values = 0;
485} 469}
486 470
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/* 471/*
530 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 481{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 484
543 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 486
549 if (is_freed) 487 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
551 489
552 if (is_removed) 490 if (is_removed)
583 tail = new_link; 521 tail = new_link;
584 } 522 }
585 } 523 }
586 } 524 }
587 525
588 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
589} 527}
590 528
591object * 529object *
592object::clone () 530object::clone ()
593{ 531{
599/* 537/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
603 */ 541 */
604
605void 542void
606update_turn_face (object *op) 543update_turn_face (object *op)
607{ 544{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 546 return;
547
610 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
612} 550}
613 551
614/* 552/*
615 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
618 */ 556 */
619void 557void
620update_ob_speed (object *op) 558object::set_speed (float speed)
621{ 559{
622 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 561 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 563 speed = 0;
635#endif
636 } 564 }
637 565
638 if (arch_init) 566 this->speed = speed;
639 return;
640 567
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
642 { 569 {
643 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
645 return; 572 return;
646 573
647 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
648 * of the list. */ 575 * of the list. */
649 op->active_next = active_objects; 576 active_next = active_objects;
650 577
651 if (op->active_next != NULL) 578 if (active_next)
652 op->active_next->active_prev = op; 579 active_next->active_prev = this;
653 580
654 active_objects = op; 581 active_objects = this;
655 } 582 }
656 else 583 else
657 { 584 {
658 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
660 return; 587 return;
661 588
662 if (op->active_prev == NULL) 589 if (!active_prev)
663 { 590 {
664 active_objects = op->active_next; 591 active_objects = active_next;
665 592
666 if (op->active_next != NULL) 593 if (active_next)
667 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
668 } 595 }
669 else 596 else
670 { 597 {
671 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
672 599
673 if (op->active_next) 600 if (active_next)
674 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
675 } 602 }
676 603
677 op->active_next = NULL; 604 active_next = 0;
678 op->active_prev = NULL; 605 active_prev = 0;
679 }
680}
681
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 { 606 }
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711} 607}
712 608
713/* 609/*
714 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 613 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 614 * 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 615 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
721 * 617 *
722 * action is a hint of what the caller believes need to be done. 618 * 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: 619 * current action are:
728 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * 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. 623 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
733 */ 625 */
734
735void 626void
736update_object (object *op, int action) 627update_object (object *op, int action)
737{ 628{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
740 630
741 if (op == NULL) 631 if (op == NULL)
742 { 632 {
743 /* this should never happen */ 633 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 635 return;
746 } 636 }
747 637
748 if (op->env != NULL) 638 if (op->env)
749 { 639 {
750 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
751 * to do in this case. 641 * to do in this case.
752 */ 642 */
753 return; 643 return;
758 */ 648 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 650 return;
761 651
762 /* make sure the object is within map boundaries */ 652 /* 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)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 654 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 656#ifdef MANY_CORES
767 abort (); 657 abort ();
768#endif 658#endif
769 return; 659 return;
770 } 660 }
771 661
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 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);
778 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
779 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
780 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (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) 675 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 677 || (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 678 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 679 * to have move_allow right now.
804 */ 680 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 683 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 684 }
811
812 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 687 * that is being removed.
815 */ 688 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
820 else 693 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 695
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) 696 if (op->more)
830 update_object (op->more, action); 697 update_object (op->more, action);
831} 698}
832 699
833object::vector object::mortals;
834object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
835object *object::first; 701object *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}
848 702
849object::object () 703object::object ()
850{ 704{
851 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
852 706
884 738
885 prev = 0; 739 prev = 0;
886 next = 0; 740 next = 0;
887} 741}
888 742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
889object *object::create () 838object *object::create ()
890{ 839{
891 object *op = new object; 840 object *op = new object;
892 op->link (); 841 op->link ();
893 return op; 842 return op;
894} 843}
895 844
896/* 845void
897 * free_object() frees everything allocated by an object, removes 846object::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{ 847{
908 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
909 return; 858 return;
910 859
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
912 remove_friendly_object (this);
913 861
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
915 remove ();
916 863
917 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
918 865
919 if (more) 866 destroy_inv (true);
920 { 867 unlink ();
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 }
966 868
967 // hack to ensure that freed objects still have a valid map 869 // hack to ensure that freed objects still have a valid map
968 { 870 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 871 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 872
974 876
975 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 878 freed_map->width = 3;
977 freed_map->height = 3; 879 freed_map->height = 3;
978 880
979 freed_map->allocate (); 881 freed_map->alloc ();
980 } 882 }
981 883
982 map = freed_map; 884 map = freed_map;
983 x = 1; 885 x = 1;
984 y = 1; 886 y = 1;
985 } 887 }
986 888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
987 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
988 owner = 0; 898 owner = 0;
989 enemy = 0; 899 enemy = 0;
990 attacked_by = 0; 900 attacked_by = 0;
991 901
992 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 903 contr = 0;
904}
994 905
995 /* Remove object from the active list */ 906void
996 speed = 0; 907object::destroy (bool destroy_inventory)
997 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
998 911
999 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
1000 914
1001 mortals.push_back (this); 915 attachable::destroy ();
1002} 916}
1003 917
1004/* 918/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 944object::remove ()
1031{ 945{
1032 object *tmp, *last = 0; 946 object *tmp, *last = 0;
1033 object *otmp; 947 object *otmp;
1034 948
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 950 return;
1039 951
1040 SET_FLAG (this, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1041 954
1042 if (more) 955 if (more)
1043 more->remove (); 956 more->remove ();
1044 957
1045 /* 958 /*
1055 968
1056 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 971 * to save cpu time.
1059 */ 972 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 974 otmp->update_stats ();
1062 975
1063 if (above != NULL) 976 if (above)
1064 above->below = below; 977 above->below = below;
1065 else 978 else
1066 env->inv = below; 979 env->inv = below;
1067 980
1068 if (below != NULL) 981 if (below)
1069 below->above = above; 982 below->above = above;
1070 983
1071 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 990 above = 0, below = 0;
1078 env = 0; 991 env = 0;
1079 } 992 }
1080 else if (map) 993 else if (map)
1081 { 994 {
1082 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1085 1001
1086 /* link the object above us */ 1002 /* link the object above us */
1087 if (above) 1003 if (above)
1088 above->below = below; 1004 above->below = below;
1089 else 1005 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1091 1007
1092 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1093 if (below) 1009 if (below)
1094 below->above = above; 1010 below->above = above;
1095 else 1011 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1109 free (dump); 1025 free (dump);
1110 } 1026 }
1111 1027
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1029 }
1114 1030
1115 above = 0; 1031 above = 0;
1116 below = 0; 1032 below = 0;
1117 1033
1118 if (map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1119 return; 1035 return;
1120 1036
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1038
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1124 { 1040 {
1125 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1126 * being removed. 1042 * being removed.
1127 */ 1043 */
1128 1044
1132 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1133 * appropriately. 1049 * appropriately.
1134 */ 1050 */
1135 if (tmp->container == this) 1051 if (tmp->container == this)
1136 { 1052 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1054 tmp->container = 0;
1139 } 1055 }
1140 1056
1057 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1058 tmp->contr->ns->floorbox_update ();
1142 } 1059 }
1143 1060
1144 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1145 if (check_walk_off 1062 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1065 {
1149 move_apply (tmp, this, 0, false); 1066 move_apply (tmp, this, 0);
1150 1067
1151 if (destroyed ()) 1068 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1070 }
1154 1071
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1157 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1158 tmp->above = 0; 1075 tmp->above = 0;
1159 1076
1160 last = tmp; 1077 last = tmp;
1161 } 1078 }
1162 1079
1163 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1082 if (!last)
1165 { 1083 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 1084 else
1175 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1176 1086
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1088 update_all_los (map, x, y);
1179 } 1089 }
1180} 1090}
1181 1091
1182/* 1092/*
1191merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1192{ 1102{
1193 if (!op->nrof) 1103 if (!op->nrof)
1194 return 0; 1104 return 0;
1195 1105
1196 if (top == NULL) 1106 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1198 1109
1199 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1200 { 1111 {
1201 if (top == op) 1112 if (top == op)
1202 continue; 1113 continue;
1203 1114
1204 if (object::can_merge (op, top)) 1115 if (object::can_merge (op, top))
1220 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1221 */ 1132 */
1222object * 1133object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1135{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1137 {
1232 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1234 } 1140 }
1235 1141
1254 * Return value: 1160 * Return value:
1255 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1163 * just 'op' otherwise
1258 */ 1164 */
1259
1260object * 1165object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1167{
1263 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1169 sint16 x, y;
1267 { 1172 {
1268 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL; 1174 return NULL;
1270 } 1175 }
1271 1176
1272 if (m == NULL) 1177 if (!m)
1273 { 1178 {
1274 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump); 1181 free (dump);
1277 return op; 1182 return op;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1204 free (dump);
1300 return op; 1205 return op;
1301 } 1206 }
1302 1207
1303 if (op->more != NULL) 1208 if (op->more)
1304 { 1209 {
1305 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1306 1211
1307 object *more = op->more; 1212 object *more = op->more;
1308 1213
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1230 {
1326 if (!op->head) 1231 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1233
1329 return NULL; 1234 return 0;
1330 } 1235 }
1331 } 1236 }
1332 1237
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1239
1341 y = op->y; 1246 y = op->y;
1342 1247
1343 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1344 */ 1249 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1348 { 1253 {
1349 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1255 tmp->destroy ();
1351 } 1256 }
1368 op->below = originator->below; 1273 op->below = originator->below;
1369 1274
1370 if (op->below) 1275 if (op->below)
1371 op->below->above = op; 1276 op->below->above = op;
1372 else 1277 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1374 1279
1375 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1376 originator->below = op; 1281 originator->below = op;
1377 } 1282 }
1378 else 1283 else
1379 { 1284 {
1380 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 { 1287 {
1383 object *last = NULL; 1288 object *last = 0;
1384 1289
1385 /* 1290 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1396 */ 1301 */
1397
1398 while (top != NULL) 1302 while (top)
1399 { 1303 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1305 floor = top;
1402 1306
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1424 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1330 * stacking is a bit odd.
1427 */ 1331 */
1428 if (!(flag & INS_ON_TOP) && 1332 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)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1334 {
1431 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1337 break;
1434 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457 1361
1458 if (op->above) 1362 if (op->above)
1459 op->above->below = op; 1363 op->above->below = op;
1460 1364
1461 op->below = NULL; 1365 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1463 } 1367 }
1464 else 1368 else
1465 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1466 op->above = top->above; 1370 op->above = top->above;
1467 1371
1470 1374
1471 op->below = top; 1375 op->below = top;
1472 top->above = op; 1376 top->above = op;
1473 } 1377 }
1474 1378
1475 if (op->above == NULL) 1379 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1478 1382
1479 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1480 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1481 1389
1482 /* 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
1483 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1484 */ 1392 */
1485 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1486 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 ())
1487 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1396 pl->contr->ns->floorbox_update ();
1489 1397
1490 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1496 * 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
1497 * of effect may be sufficient. 1405 * of effect may be sufficient.
1498 */ 1406 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1501 1409
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1412
1413 INVOKE_OBJECT (INSERT, op);
1504 1414
1505 /* 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,
1506 * we want to have floorbox_update called before calling this. 1416 * we want to have floorbox_update called before calling this.
1507 * 1417 *
1508 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1513 1423
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1426 {
1517 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1518 return NULL; 1428 return 0;
1519 1429
1520 /* 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
1521 * walk on's. 1431 * walk on's.
1522 */ 1432 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1525 return NULL; 1435 return 0;
1526 } 1436 }
1527 1437
1528 return op; 1438 return op;
1529} 1439}
1530 1440
1531/* this function inserts an object in the map, but if it 1441/* 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. 1442 * 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. 1443 * op is the object to insert it under: supplies x and the map.
1534 */ 1444 */
1535void 1445void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1447{
1538 object * 1448 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1449
1543 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1544 1451
1545 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)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1457
1551 tmp1->x = op->x; 1458 tmp1->x = op->x;
1552 tmp1->y = op->y; 1459 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1554} 1467}
1555 1468
1556/* 1469/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1474 * global static errmsg array.
1562 */ 1475 */
1563
1564object * 1476object *
1565get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1566{ 1478{
1567 object *newob; 1479 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1604 1516
1605object * 1517object *
1606decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1607{ 1519{
1608 object *tmp; 1520 object *tmp;
1609 player *pl;
1610 1521
1611 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1523 return op;
1613 1524
1614 if (i > op->nrof) 1525 if (i > op->nrof)
1615 i = op->nrof; 1526 i = op->nrof;
1616 1527
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1529 op->nrof -= i;
1619 else if (op->env != NULL) 1530 else if (op->env)
1620 { 1531 {
1621 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1622 * therein? 1533 * therein?
1623 */ 1534 */
1624 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1540 * and then searching the map for a player.
1630 */ 1541 */
1631 if (!tmp) 1542 if (!tmp)
1632 { 1543 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1635 break; 1547 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1548 }
1641 1549
1642 if (i < op->nrof) 1550 if (i < op->nrof)
1643 { 1551 {
1644 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1553 op->nrof -= i;
1646 if (tmp) 1554 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1649 }
1650 } 1556 }
1651 else 1557 else
1652 { 1558 {
1653 op->remove (); 1559 op->remove ();
1654 op->nrof = 0; 1560 op->nrof = 0;
1655 if (tmp) 1561 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1563 }
1660 } 1564 }
1661 else 1565 else
1662 { 1566 {
1663 object *above = op->above; 1567 object *above = op->above;
1669 op->remove (); 1573 op->remove ();
1670 op->nrof = 0; 1574 op->nrof = 0;
1671 } 1575 }
1672 1576
1673 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1676 { 1580 {
1677 if (op->nrof) 1581 if (op->nrof)
1678 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1679 else 1583 else
1684 if (op->nrof) 1588 if (op->nrof)
1685 return op; 1589 return op;
1686 else 1590 else
1687 { 1591 {
1688 op->destroy (); 1592 op->destroy ();
1689 return NULL; 1593 return 0;
1690 } 1594 }
1691} 1595}
1692 1596
1693/* 1597/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1783 } 1687 }
1784 else 1688 else
1785 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1786 1690
1787 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1694 otmp->update_stats ();
1791 1695
1792 op->map = NULL; 1696 op->map = 0;
1793 op->env = this; 1697 op->env = this;
1794 op->above = NULL; 1698 op->above = 0;
1795 op->below = NULL; 1699 op->below = 0;
1796 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1797 1701
1798 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1800 { 1704 {
1801#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1805 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1806 } 1710 }
1807 1711
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1713 * It sure simplifies this function...
1814 { 1718 {
1815 op->below = inv; 1719 op->below = inv;
1816 op->below->above = op; 1720 op->below->above = op;
1817 inv = op; 1721 inv = op;
1818 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1819 1725
1820 return op; 1726 return op;
1821} 1727}
1822 1728
1823/* 1729/*
1838 * 1744 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top. 1747 * on top.
1842 */ 1748 */
1843
1844int 1749int
1845check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1846{ 1751{
1847 object *tmp; 1752 object *tmp;
1848 maptile *m = op->map; 1753 maptile *m = op->map;
1875 1780
1876 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1878 */ 1783 */
1879 1784
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1881 { 1786 {
1882 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1789 * we don't need to check all of them.
1885 */ 1790 */
1918 1823
1919 /* Basically same logic as above, except now for actual apply. */ 1824 /* Basically same logic as above, except now for actual apply. */
1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1921 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1922 { 1827 {
1923 move_apply (tmp, op, originator, true); 1828 move_apply (tmp, op, originator);
1924 1829
1925 if (op->destroyed ()) 1830 if (op->destroyed ())
1926 return 1; 1831 return 1;
1927 1832
1928 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
1940/* 1845/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1944 */ 1849 */
1945
1946object * 1850object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1852{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1953 { 1854 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1856 return NULL;
1956 } 1857 }
1858
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if (tmp->arch == at) 1860 if (tmp->arch == at)
1959 return tmp; 1861 return tmp;
1862
1960 return NULL; 1863 return NULL;
1961} 1864}
1962 1865
1963/* 1866/*
1964 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1967 */ 1870 */
1968
1969object * 1871object *
1970present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1971{ 1873{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
1976 { 1875 {
1977 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1877 return NULL;
1979 } 1878 }
1879
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1981 if (tmp->type == type) 1881 if (tmp->type == type)
1982 return tmp; 1882 return tmp;
1883
1983 return NULL; 1884 return NULL;
1984} 1885}
1985 1886
1986/* 1887/*
1987 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1990 */ 1891 */
1991
1992object * 1892object *
1993present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
1994{ 1894{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1896 if (tmp->type == type)
2000 return tmp; 1897 return tmp;
1898
2001 return NULL; 1899 return NULL;
2002} 1900}
2003 1901
2004/* 1902/*
2005 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1914 * to be unique.
2017 */ 1915 */
2018
2019object * 1916object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1918{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1921 return tmp;
2029 } 1922
2030 return NULL; 1923 return 0;
2031} 1924}
2032 1925
2033/* 1926/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2037 */ 1930 */
2038
2039object * 1931object *
2040present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2041{ 1933{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1935 if (tmp->arch == at)
2047 return tmp; 1936 return tmp;
1937
2048 return NULL; 1938 return NULL;
2049} 1939}
2050 1940
2051/* 1941/*
2052 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2053 */ 1943 */
2054void 1944void
2055flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2056{ 1946{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1947 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1949 {
2063 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2065 } 1952 }
2066} /* 1953}
1954
1955/*
2067 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2068 */ 1957 */
2069void 1958void
2070unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2071{ 1960{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1961 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1963 {
2078 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2080 } 1966 }
2081} 1967}
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
2088 */ 1974 */
2089
2090void 1975void
2091set_cheat (object *op) 1976set_cheat (object *op)
2092{ 1977{
2093 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 2001 * customized, changed states, etc.
2117 */ 2002 */
2118
2119int 2003int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 2005{
2122 int
2123 i,
2124 index = 0, flag; 2006 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2127 2008
2128 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2129 { 2010 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag) 2012 if (!flag)
2132 altern[index++] = i; 2013 altern [index++] = i;
2133 2014
2134 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2141 */ 2022 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2024 stop = maxfree[i];
2144 } 2025 }
2026
2145 if (!index) 2027 if (!index)
2146 return -1; 2028 return -1;
2029
2147 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2148} 2031}
2149 2032
2150/* 2033/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2038 */
2156
2157int 2039int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2041{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2044 return i;
2167 } 2045
2168 return -1; 2046 return -1;
2169} 2047}
2170 2048
2171/* 2049/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2053 */
2175static void 2054static void
2176permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2177{ 2056{
2178 int 2057 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2058 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2059
2189 tmp = arr[i]; 2060 while (--end)
2190 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2062}
2194 2063
2195/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2070 */
2202void 2071void
2203get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2204{ 2073{
2205 int 2074 int i;
2206 i;
2207 2075
2208 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2077 search_arr[i] = i;
2211 }
2212 2078
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2082}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2094 * there is capable of.
2229 */ 2095 */
2230
2231int 2096int
2232find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2098{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2237 2100
2238 sint16 nx, ny; 2101 sint16 nx, ny;
2239 object * 2102 object *tmp;
2240 tmp;
2241 maptile * 2103 maptile *mp;
2242 mp;
2243 2104
2244 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2245 2106
2246 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2247 { 2108 {
2259 mp = m; 2120 mp = m;
2260 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2262 2123
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2264 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2127 max = maxfree[i];
2267 }
2268 else 2128 else
2269 { 2129 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2271 2133
2272 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2135 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2277 { 2137 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break; 2141 break;
2283 } 2142
2284 }
2285 if (tmp) 2143 if (tmp)
2286 {
2287 return freedir[i]; 2144 return freedir[i];
2288 }
2289 } 2145 }
2290 } 2146 }
2291 } 2147 }
2148
2292 return 0; 2149 return 0;
2293} 2150}
2294 2151
2295/* 2152/*
2296 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2154 * distance between the two given objects.
2298 */ 2155 */
2299
2300int 2156int
2301distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2302{ 2158{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2160}
2309 2161
2310/* 2162/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2314 */ 2166 */
2315
2316int 2167int
2317find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2318{ 2169{
2319 int 2170 int q;
2320 q;
2321 2171
2322 if (y) 2172 if (y)
2323 q = x * 100 / y; 2173 q = x * 100 / y;
2324 else if (x) 2174 else if (x)
2325 q = -300 * x; 2175 q = -300 * x;
2360int 2210int
2361absdir (int d) 2211absdir (int d)
2362{ 2212{
2363 while (d < 1) 2213 while (d < 1)
2364 d += 8; 2214 d += 8;
2215
2365 while (d > 8) 2216 while (d > 8)
2366 d -= 8; 2217 d -= 8;
2218
2367 return d; 2219 return d;
2368} 2220}
2369 2221
2370/* 2222/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 */ 2225 */
2374 2226
2375int 2227int
2376dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2377{ 2229{
2378 int 2230 int d;
2379 d;
2380 2231
2381 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2382 if (d > 4) 2233 if (d > 4)
2383 d = 8 - d; 2234 d = 8 - d;
2235
2384 return d; 2236 return d;
2385} 2237}
2386 2238
2387/* peterm: 2239/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2246 * functions.
2395 */ 2247 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2303 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2455 */ 2305 */
2456
2457
2458int 2306int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2308{
2461 sint16 dx, dy; 2309 sint16 dx, dy;
2462 int
2463 mflags; 2310 int mflags;
2464 2311
2465 if (dir < 0) 2312 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2467 2314
2468 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2481 return 0; 2328 return 0;
2482 2329
2483 /* yes, can see. */ 2330 /* yes, can see. */
2484 if (dir < 9) 2331 if (dir < 9)
2485 return 1; 2332 return 1;
2333
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2337}
2489
2490
2491 2338
2492/* 2339/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2356}
2510 2357
2511
2512/* 2358/*
2513 * create clone from object to another 2359 * create clone from object to another
2514 */ 2360 */
2515object * 2361object *
2516object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2535 { 2381 {
2536 dst = tmp; 2382 dst = tmp;
2537 tmp->head = 0; 2383 tmp->head = 0;
2538 } 2384 }
2539 else 2385 else
2540 {
2541 tmp->head = dst; 2386 tmp->head = dst;
2542 }
2543 2387
2544 tmp->more = 0; 2388 tmp->more = 0;
2545 2389
2546 if (prev) 2390 if (prev)
2547 prev->more = tmp; 2391 prev->more = tmp;
2559/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2564
2565object * 2408object *
2566load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2567{ 2410{
2568 object *op; 2411 object *op;
2569 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2599 * returns NULL if no match. 2442 * returns NULL if no match.
2600 */ 2443 */
2601object * 2444object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2446{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2449 return tmp;
2609 2450
2610 return NULL; 2451 return 0;
2611} 2452}
2612 2453
2613/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2455 * otherwise return NULL.
2615 * 2456 *
2617 * do the desired thing. 2458 * do the desired thing.
2618 */ 2459 */
2619key_value * 2460key_value *
2620get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2621{ 2462{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2464 if (link->key == key)
2626 return link; 2465 return link;
2627 2466
2628 return NULL; 2467 return 0;
2629} 2468}
2630 2469
2631/* 2470/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2472 *
2673 * Returns TRUE on success. 2512 * Returns TRUE on success.
2674 */ 2513 */
2675int 2514int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2516{
2678 key_value *
2679 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2680 2518
2681 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2520 {
2683 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2684 { 2522 {
2712 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2713 2551
2714 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2715 2553
2716 if (!add_key) 2554 if (!add_key)
2717 {
2718 return FALSE; 2555 return FALSE;
2719 } 2556
2720 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2724 * should pass in "" 2561 * should pass in ""
2790 2627
2791 if (env) 2628 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2630
2794 if (map) 2631 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2796 2633
2797 return info; 2634 return info;
2798} 2635}
2799 2636
2800const char * 2637const char *

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