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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 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
364{ 363{
365 if (!op) 364 if (!op)
366 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
367 366
368 object_freezer freezer; 367 object_freezer freezer;
369 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
370 return freezer.as_string (); 369 return freezer.as_string ();
371} 370}
372 371
373/* 372/*
374 * 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{ 481{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 484
486 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 486
491 if (is_freed) 487 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
493 489
494 if (is_removed) 490 if (is_removed)
525 tail = new_link; 521 tail = new_link;
526 } 522 }
527 } 523 }
528 } 524 }
529 525
530 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
531} 527}
532 528
533object * 529object *
534object::clone () 530object::clone ()
535{ 531{
541/* 537/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
545 */ 541 */
546
547void 542void
548update_turn_face (object *op) 543update_turn_face (object *op)
549{ 544{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 546 return;
547
552 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
554} 550}
555 551
556/* 552/*
557 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
560 */ 556 */
561void 557void
562update_ob_speed (object *op) 558object::set_speed (float speed)
563{ 559{
564 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 561 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 563 speed = 0;
577#endif
578 } 564 }
579 565
580 if (arch_init) 566 this->speed = speed;
581 return;
582 567
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
584 { 569 {
585 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
587 return; 572 return;
588 573
589 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
590 * of the list. */ 575 * of the list. */
591 op->active_next = active_objects; 576 active_next = active_objects;
592 577
593 if (op->active_next != NULL) 578 if (active_next)
594 op->active_next->active_prev = op; 579 active_next->active_prev = this;
595 580
596 active_objects = op; 581 active_objects = this;
597 } 582 }
598 else 583 else
599 { 584 {
600 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
602 return; 587 return;
603 588
604 if (op->active_prev == NULL) 589 if (!active_prev)
605 { 590 {
606 active_objects = op->active_next; 591 active_objects = active_next;
607 592
608 if (op->active_next != NULL) 593 if (active_next)
609 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
610 } 595 }
611 else 596 else
612 { 597 {
613 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
614 599
615 if (op->active_next) 600 if (active_next)
616 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
617 } 602 }
618 603
619 op->active_next = NULL; 604 active_next = 0;
620 op->active_prev = NULL; 605 active_prev = 0;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 { 606 }
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 607}
654 608
655/* 609/*
656 * update_object() updates the the map. 610 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
694 */ 648 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 650 return;
697 651
698 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 654 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 656#ifdef MANY_CORES
703 abort (); 657 abort ();
704#endif 658#endif
741 695
742 if (op->more) 696 if (op->more)
743 update_object (op->more, action); 697 update_object (op->more, action);
744} 698}
745 699
746object::vector object::mortals;
747object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
748object *object::first; 701object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761 702
762object::object () 703object::object ()
763{ 704{
764 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
765 706
797 738
798 prev = 0; 739 prev = 0;
799 next = 0; 740 next = 0;
800} 741}
801 742
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
802object *object::create () 838object *object::create ()
803{ 839{
804 object *op = new object; 840 object *op = new object;
805 op->link (); 841 op->link ();
806 return op; 842 return op;
807} 843}
808 844
809/* 845void
810 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 847{
821 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])
822 return; 858 return;
823 859
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
825 remove_friendly_object (this);
826 861
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
828 remove ();
829 863
830 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
831 865
832 if (more) 866 destroy_inv (true);
833 { 867 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 868
880 // hack to ensure that freed objects still have a valid map 869 // hack to ensure that freed objects still have a valid map
881 { 870 {
882 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
883 872
887 876
888 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 878 freed_map->width = 3;
890 freed_map->height = 3; 879 freed_map->height = 3;
891 880
892 freed_map->allocate (); 881 freed_map->alloc ();
893 } 882 }
894 883
895 map = freed_map; 884 map = freed_map;
896 x = 1; 885 x = 1;
897 y = 1; 886 y = 1;
898 } 887 }
899 888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
900 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
901 owner = 0; 898 owner = 0;
902 enemy = 0; 899 enemy = 0;
903 attacked_by = 0; 900 attacked_by = 0;
904 901
905 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 903 contr = 0;
904}
907 905
908 /* Remove object from the active list */ 906void
909 speed = 0; 907object::destroy (bool destroy_inventory)
910 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
911 911
912 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
913 914
914 mortals.push_back (this); 915 attachable::destroy ();
915} 916}
916 917
917/* 918/*
918 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
919 * 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)).
943object::remove () 944object::remove ()
944{ 945{
945 object *tmp, *last = 0; 946 object *tmp, *last = 0;
946 object *otmp; 947 object *otmp;
947 948
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 950 return;
952 951
953 SET_FLAG (this, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
954 954
955 if (more) 955 if (more)
956 more->remove (); 956 more->remove ();
957 957
958 /* 958 /*
971 * to save cpu time. 971 * to save cpu time.
972 */ 972 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 974 otmp->update_stats ();
975 975
976 if (above != NULL) 976 if (above)
977 above->below = below; 977 above->below = below;
978 else 978 else
979 env->inv = below; 979 env->inv = below;
980 980
981 if (below != NULL) 981 if (below)
982 below->above = above; 982 below->above = above;
983 983
984 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
985 * 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
986 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
990 above = 0, below = 0; 990 above = 0, below = 0;
991 env = 0; 991 env = 0;
992 } 992 }
993 else if (map) 993 else if (map)
994 { 994 {
995 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
998 1001
999 /* link the object above us */ 1002 /* link the object above us */
1000 if (above) 1003 if (above)
1001 above->below = below; 1004 above->below = below;
1002 else 1005 else
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1022 free (dump); 1025 free (dump);
1023 } 1026 }
1024 1027
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1029 }
1027 1030
1028 above = 0; 1031 above = 0;
1029 below = 0; 1032 below = 0;
1030 1033
1031 if (map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1032 return; 1035 return;
1033 1036
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1038
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 1040 {
1038 /* 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
1039 * being removed. 1042 * being removed.
1040 */ 1043 */
1041 1044
1045 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1046 * appropriately. 1049 * appropriately.
1047 */ 1050 */
1048 if (tmp->container == this) 1051 if (tmp->container == this)
1049 { 1052 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1054 tmp->container = 0;
1052 } 1055 }
1053 1056
1057 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1058 tmp->contr->ns->floorbox_update ();
1055 } 1059 }
1056 1060
1057 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1058 if (check_walk_off 1062 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1065 {
1062 move_apply (tmp, this, 0); 1066 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1068 if (destroyed ())
1065 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 ());
1066 } 1070 }
1067 1071
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1071 tmp->above = 0; 1075 tmp->above = 0;
1072 1076
1073 last = tmp; 1077 last = tmp;
1074 } 1078 }
1075 1079
1076 /* 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?
1077 if (!last) 1082 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else 1084 else
1080 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1081 1086
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1088 update_all_los (map, x, y);
1084 } 1089 }
1085} 1090}
1086 1091
1087/* 1092/*
1096merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1097{ 1102{
1098 if (!op->nrof) 1103 if (!op->nrof)
1099 return 0; 1104 return 0;
1100 1105
1101 if (top == NULL) 1106 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1103 1109
1104 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1105 { 1111 {
1106 if (top == op) 1112 if (top == op)
1107 continue; 1113 continue;
1108 1114
1109 if (object::can_merge (op, top)) 1115 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1126 */ 1132 */
1127object * 1133object *
1128insert_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)
1129{ 1135{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1137 {
1137 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1139 } 1140 }
1140 1141
1159 * Return value: 1160 * Return value:
1160 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1163 * just 'op' otherwise
1163 */ 1164 */
1164
1165object * 1165object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1167{
1168 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1169 sint16 x, y;
1172 { 1172 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1174 return NULL;
1175 } 1175 }
1176 1176
1177 if (m == NULL) 1177 if (!m)
1178 { 1178 {
1179 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1180 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);
1181 free (dump); 1181 free (dump);
1182 return op; 1182 return op;
1203 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);
1204 free (dump); 1204 free (dump);
1205 return op; 1205 return op;
1206 } 1206 }
1207 1207
1208 if (op->more != NULL) 1208 if (op->more)
1209 { 1209 {
1210 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1211 1211
1212 object *more = op->more; 1212 object *more = op->more;
1213 1213
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1230 {
1231 if (!op->head) 1231 if (!op->head)
1232 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");
1233 1233
1234 return NULL; 1234 return 0;
1235 } 1235 }
1236 } 1236 }
1237 1237
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1239
1246 y = op->y; 1246 y = op->y;
1247 1247
1248 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1249 */ 1249 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1251 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)
1252 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1253 { 1253 {
1254 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1255 tmp->destroy ();
1256 } 1256 }
1273 op->below = originator->below; 1273 op->below = originator->below;
1274 1274
1275 if (op->below) 1275 if (op->below)
1276 op->below->above = op; 1276 op->below->above = op;
1277 else 1277 else
1278 op->ms ().bottom = op; 1278 op->ms ().bot = op;
1279 1279
1280 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1281 originator->below = op;
1282 } 1282 }
1283 else 1283 else
1284 { 1284 {
1285 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1286 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))
1287 { 1287 {
1288 object *last = NULL; 1288 object *last = 0;
1289 1289
1290 /* 1290 /*
1291 * 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.
1292 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1293 * 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
1297 * 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
1298 * 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
1299 * 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
1300 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1301 */ 1301 */
1302
1303 while (top != NULL) 1302 while (top)
1304 { 1303 {
1305 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))
1306 floor = top; 1305 floor = top;
1307 1306
1308 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))
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 1361
1363 if (op->above) 1362 if (op->above)
1364 op->above->below = op; 1363 op->above->below = op;
1365 1364
1366 op->below = NULL; 1365 op->below = 0;
1367 op->ms ().bottom = op; 1366 op->ms ().bot = op;
1368 } 1367 }
1369 else 1368 else
1370 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1371 op->above = top->above; 1370 op->above = top->above;
1372 1371
1375 1374
1376 op->below = top; 1375 op->below = top;
1377 top->above = op; 1376 top->above = op;
1378 } 1377 }
1379 1378
1380 if (op->above == NULL) 1379 if (!op->above)
1381 op->ms ().top = op; 1380 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1383 1382
1384 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1385 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1386 1389
1387 /* 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
1388 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1389 */ 1392 */
1390 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1394 if (object *pl = op->ms ().player ())
1395 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1396 pl->contr->ns->floorbox_update ();
1393 1397
1394 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1398 * 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 -
1399 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1400 * 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
1401 * of effect may be sufficient. 1405 * of effect may be sufficient.
1402 */ 1406 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1405 1409
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1412
1413 INVOKE_OBJECT (INSERT, op);
1408 1414
1409 /* 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,
1410 * we want to have floorbox_update called before calling this. 1416 * we want to have floorbox_update called before calling this.
1411 * 1417 *
1412 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1417 1423
1418 /* 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 */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1426 {
1421 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1422 return NULL; 1428 return 0;
1423 1429
1424 /* 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
1425 * walk on's. 1431 * walk on's.
1426 */ 1432 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1429 return NULL; 1435 return 0;
1430 } 1436 }
1431 1437
1432 return op; 1438 return op;
1433} 1439}
1434 1440
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1457
1452 tmp1->x = op->x; 1458 tmp1->x = op->x;
1453 tmp1->y = op->y; 1459 tmp1->y = op->y;
1454 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);
1455} 1467}
1456 1468
1457/* 1469/*
1458 * 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
1459 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1460 * 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).
1461 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1474 * global static errmsg array.
1463 */ 1475 */
1464
1465object * 1476object *
1466get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1467{ 1478{
1468 object *newob; 1479 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1693 { 1704 {
1694#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1695 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);
1696#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1698 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1699 } 1710 }
1700 1711
1701 /* 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.
1702 * It sure simplifies this function... 1713 * It sure simplifies this function...
1707 { 1718 {
1708 op->below = inv; 1719 op->below = inv;
1709 op->below->above = op; 1720 op->below->above = op;
1710 inv = op; 1721 inv = op;
1711 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1712 1725
1713 return op; 1726 return op;
1714} 1727}
1715 1728
1716/* 1729/*
1731 * 1744 *
1732 * 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
1733 * 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
1734 * on top. 1747 * on top.
1735 */ 1748 */
1736
1737int 1749int
1738check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1739{ 1751{
1740 object *tmp; 1752 object *tmp;
1741 maptile *m = op->map; 1753 maptile *m = op->map;
1768 1780
1769 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1771 */ 1783 */
1772 1784
1773 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)
1774 { 1786 {
1775 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1776 * 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,
1777 * we don't need to check all of them. 1789 * we don't need to check all of them.
1778 */ 1790 */
1833/* 1845/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1837 */ 1849 */
1838
1839object * 1850object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1852{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1846 { 1854 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1856 return NULL;
1849 } 1857 }
1858
1850 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)
1851 if (tmp->arch == at) 1860 if (tmp->arch == at)
1852 return tmp; 1861 return tmp;
1862
1853 return NULL; 1863 return NULL;
1854} 1864}
1855 1865
1856/* 1866/*
1857 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1860 */ 1870 */
1861
1862object * 1871object *
1863present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1864{ 1873{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
1869 { 1875 {
1870 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1877 return NULL;
1872 } 1878 }
1879
1873 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)
1874 if (tmp->type == type) 1881 if (tmp->type == type)
1875 return tmp; 1882 return tmp;
1883
1876 return NULL; 1884 return NULL;
1877} 1885}
1878 1886
1879/* 1887/*
1880 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1883 */ 1891 */
1884
1885object * 1892object *
1886present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
1887{ 1894{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1896 if (tmp->type == type)
1893 return tmp; 1897 return tmp;
1898
1894 return NULL; 1899 return NULL;
1895} 1900}
1896 1901
1897/* 1902/*
1898 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
1906 * 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
1907 * 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
1908 * 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
1909 * to be unique. 1914 * to be unique.
1910 */ 1915 */
1911
1912object * 1916object *
1913present_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)
1914{ 1918{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1921 return tmp;
1922 } 1922
1923 return NULL; 1923 return 0;
1924} 1924}
1925 1925
1926/* 1926/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
1930 */ 1930 */
1931
1932object * 1931object *
1933present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
1934{ 1933{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1935 if (tmp->arch == at)
1940 return tmp; 1936 return tmp;
1937
1941 return NULL; 1938 return NULL;
1942} 1939}
1943 1940
1944/* 1941/*
1945 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
1946 */ 1943 */
1947void 1944void
1948flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
1949{ 1946{
1950 object *
1951 tmp;
1952
1953 if (op->inv) 1947 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 { 1949 {
1956 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
1958 } 1952 }
1959} /* 1953}
1954
1955/*
1960 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
1961 */ 1957 */
1962void 1958void
1963unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
1964{ 1960{
1965 object *
1966 tmp;
1967
1968 if (op->inv) 1961 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1963 {
1971 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
1973 } 1966 }
1974} 1967}
1977 * 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
1978 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
1979 * 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
1980 * 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.
1981 */ 1974 */
1982
1983void 1975void
1984set_cheat (object *op) 1976set_cheat (object *op)
1985{ 1977{
1986 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2006 * 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
2007 * 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
2008 * 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
2009 * customized, changed states, etc. 2001 * customized, changed states, etc.
2010 */ 2002 */
2011
2012int 2003int
2013find_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)
2014{ 2005{
2015 int
2016 i,
2017 index = 0, flag; 2006 int index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2020 2008
2021 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2022 { 2010 {
2023 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]);
2024 if (!flag) 2012 if (!flag)
2025 altern[index++] = i; 2013 altern [index++] = i;
2026 2014
2027 /* 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.
2028 * 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.
2029 * 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 -
2030 * 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
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2048 * 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.
2049 * 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.
2050 */ 2038 */
2051
2052int 2039int
2053find_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)
2054{ 2041{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 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]))
2061 return i; 2044 return i;
2062 } 2045
2063 return -1; 2046 return -1;
2064} 2047}
2065 2048
2066/* 2049/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2053 */
2070static void 2054static void
2071permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2072{ 2056{
2073 int 2057 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2058 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2059
2084 tmp = arr[i]; 2060 while (--end)
2085 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2062}
2089 2063
2090/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2092 * 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
2095 * 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.
2096 */ 2070 */
2097void 2071void
2098get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2099{ 2073{
2100 int 2074 int i;
2101 i;
2102 2075
2103 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2077 search_arr[i] = i;
2106 }
2107 2078
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2082}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * 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
2122 * 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
2123 * there is capable of. 2094 * there is capable of.
2124 */ 2095 */
2125
2126int 2096int
2127find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2098{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2132 2100
2133 sint16 nx, ny; 2101 sint16 nx, ny;
2134 object * 2102 object *tmp;
2135 tmp;
2136 maptile * 2103 maptile *mp;
2137 mp;
2138 2104
2139 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2140 2106
2141 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2142 { 2108 {
2159 2125
2160 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2127 max = maxfree[i];
2162 else 2128 else
2163 { 2129 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2165 2133
2166 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2135 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2169 { 2137 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2172 break; 2141 break;
2173 2142
2174 if (tmp) 2143 if (tmp)
2175 return freedir[i]; 2144 return freedir[i];
2176 } 2145 }
2182 2151
2183/* 2152/*
2184 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2154 * distance between the two given objects.
2186 */ 2155 */
2187
2188int 2156int
2189distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2190{ 2158{
2191 int i;
2192
2193 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);
2194 return i;
2195} 2160}
2196 2161
2197/* 2162/*
2198 * 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
2199 * 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
2200 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2201 */ 2166 */
2202
2203int 2167int
2204find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2205{ 2169{
2206 int q; 2170 int q;
2207 2171
2246int 2210int
2247absdir (int d) 2211absdir (int d)
2248{ 2212{
2249 while (d < 1) 2213 while (d < 1)
2250 d += 8; 2214 d += 8;
2215
2251 while (d > 8) 2216 while (d > 8)
2252 d -= 8; 2217 d -= 8;
2218
2253 return d; 2219 return d;
2254} 2220}
2255 2221
2256/* 2222/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2259 */ 2225 */
2260 2226
2261int 2227int
2262dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2263{ 2229{
2264 int 2230 int d;
2265 d;
2266 2231
2267 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2268 if (d > 4) 2233 if (d > 4)
2269 d = 8 - d; 2234 d = 8 - d;
2235
2270 return d; 2236 return d;
2271} 2237}
2272 2238
2273/* peterm: 2239/* peterm:
2274 * 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.
2277 * 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
2278 * 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.
2279 * 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
2280 * functions. 2246 * functions.
2281 */ 2247 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2439/* 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 */
2440/* 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, */
2441/* 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. */
2442/* 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. */
2443/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2444
2445object * 2408object *
2446load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2447{ 2410{
2448 object *op; 2411 object *op;
2449 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2479 * returns NULL if no match. 2442 * returns NULL if no match.
2480 */ 2443 */
2481object * 2444object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2446{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2449 return tmp;
2489 2450
2490 return NULL; 2451 return 0;
2491} 2452}
2492 2453
2493/* 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,
2494 * otherwise return NULL. 2455 * otherwise return NULL.
2495 * 2456 *
2497 * do the desired thing. 2458 * do the desired thing.
2498 */ 2459 */
2499key_value * 2460key_value *
2500get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2501{ 2462{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2464 if (link->key == key)
2506 return link; 2465 return link;
2507 2466
2508 return NULL; 2467 return 0;
2509} 2468}
2510 2469
2511/* 2470/*
2512 * 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.
2513 * 2472 *
2553 * Returns TRUE on success. 2512 * Returns TRUE on success.
2554 */ 2513 */
2555int 2514int
2556set_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)
2557{ 2516{
2558 key_value *
2559 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2560 2518
2561 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2520 {
2563 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2564 { 2522 {
2592 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2593 2551
2594 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2595 2553
2596 if (!add_key) 2554 if (!add_key)
2597 {
2598 return FALSE; 2555 return FALSE;
2599 } 2556
2600 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2604 * should pass in "" 2561 * should pass in ""
2670 2627
2671 if (env) 2628 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2630
2674 if (map) 2631 if (map)
2675 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);
2676 2633
2677 return info; 2634 return info;
2678} 2635}
2679 2636
2680const char * 2637const char *

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