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Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 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
277 276
278 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
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 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 564 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 565
647 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 567
651 if (op->active_next != NULL) 568 if (has_active_speed ())
652 op->active_next->active_prev = op; 569 activate (false);
653
654 active_objects = op;
655 }
656 else 570 else
657 { 571 deactivate (false);
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 572}
681 573
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 {
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}
712
713/* 574/*
714 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 578 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
721 * 582 *
722 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
728 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
733 */ 590 */
734
735void 591void
736update_object (object *op, int action) 592update_object (object *op, int action)
737{ 593{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
740 595
741 if (op == NULL) 596 if (op == NULL)
742 { 597 {
743 /* this should never happen */ 598 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 600 return;
746 } 601 }
747 602
748 if (op->env != NULL) 603 if (op->env)
749 { 604 {
750 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
751 * to do in this case. 606 * to do in this case.
752 */ 607 */
753 return; 608 return;
758 */ 613 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 615 return;
761 616
762 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 619 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 621#ifdef MANY_CORES
767 abort (); 622 abort ();
768#endif 623#endif
769 return; 624 return;
770 } 625 }
771 626
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
778 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
779 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
780 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 644 * to have move_allow right now.
804 */ 645 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 648 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 649 }
811
812 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 652 * that is being removed.
815 */ 653 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
820 else 658 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 660
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) 661 if (op->more)
830 update_object (op->more, action); 662 update_object (op->more, action);
831} 663}
832 664
833object::vector object::mortals;
834object::vector object::objects; // not yet used 665object::vector object::objects; // not yet used
835object *object::first; 666object *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}
848 667
849object::object () 668object::object ()
850{ 669{
851 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
852 671
884 703
885 prev = 0; 704 prev = 0;
886 next = 0; 705 next = 0;
887} 706}
888 707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
814}
815
889object *object::create () 816object *object::create ()
890{ 817{
891 object *op = new object; 818 object *op = new object;
892 op->link (); 819 op->link ();
893 return op; 820 return op;
894} 821}
895 822
896/* 823void
897 * free_object() frees everything allocated by an object, removes 824object::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{ 825{
908 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
909 return; 836 return;
910 837
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 838 set_speed (0);
912 remove_friendly_object (this);
913 839
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 840 flag [FLAG_FREED] = 1;
915 remove ();
916 841
917 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
918 843
919 if (more) 844 destroy_inv (true);
920 { 845 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 }
966 846
967 // hack to ensure that freed objects still have a valid map 847 // hack to ensure that freed objects still have a valid map
968 { 848 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 849 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 850
974 854
975 freed_map->name = "/internal/freed_objects_map"; 855 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 856 freed_map->width = 3;
977 freed_map->height = 3; 857 freed_map->height = 3;
978 858
979 freed_map->allocate (); 859 freed_map->alloc ();
980 } 860 }
981 861
982 map = freed_map; 862 map = freed_map;
983 x = 1; 863 x = 1;
984 y = 1; 864 y = 1;
985 } 865 }
986 866
867 head = 0;
868
869 if (more)
870 {
871 more->destroy ();
872 more = 0;
873 }
874
987 // clear those pointers that likely might have circular references to us 875 // clear those pointers that likely might have circular references to us
988 owner = 0; 876 owner = 0;
989 enemy = 0; 877 enemy = 0;
990 attacked_by = 0; 878 attacked_by = 0;
991 879
992 // only relevant for players(?), but make sure of it anyways 880 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 881 contr = 0;
882}
994 883
995 /* Remove object from the active list */ 884void
996 speed = 0; 885object::destroy (bool destroy_inventory)
997 update_ob_speed (this); 886{
887 if (destroyed ())
888 return;
998 889
999 unlink (); 890 if (destroy_inventory)
891 destroy_inv (false);
1000 892
1001 mortals.push_back (this); 893 attachable::destroy ();
1002} 894}
1003 895
1004/* 896/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 922object::remove ()
1031{ 923{
1032 object *tmp, *last = 0; 924 object *tmp, *last = 0;
1033 object *otmp; 925 object *otmp;
1034 926
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 928 return;
1039 929
1040 SET_FLAG (this, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1041 932
1042 if (more) 933 if (more)
1043 more->remove (); 934 more->remove ();
1044 935
1045 /* 936 /*
1055 946
1056 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 949 * to save cpu time.
1059 */ 950 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 952 otmp->update_stats ();
1062 953
1063 if (above != NULL) 954 if (above)
1064 above->below = below; 955 above->below = below;
1065 else 956 else
1066 env->inv = below; 957 env->inv = below;
1067 958
1068 if (below != NULL) 959 if (below)
1069 below->above = above; 960 below->above = above;
1070 961
1071 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 968 above = 0, below = 0;
1078 env = 0; 969 env = 0;
1079 } 970 }
1080 else if (map) 971 else if (map)
1081 { 972 {
1082 /* Re did the following section of code - it looks like it had 973 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
1085 979
1086 /* link the object above us */ 980 /* link the object above us */
1087 if (above) 981 if (above)
1088 above->below = below; 982 above->below = below;
1089 else 983 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 984 map->at (x, y).top = below; /* we were top, set new top */
1091 985
1092 /* Relink the object below us, if there is one */ 986 /* Relink the object below us, if there is one */
1093 if (below) 987 if (below)
1094 below->above = above; 988 below->above = above;
1095 else 989 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1002 LOG (llevError, "%s\n", dump);
1109 free (dump); 1003 free (dump);
1110 } 1004 }
1111 1005
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1007 }
1114 1008
1115 above = 0; 1009 above = 0;
1116 below = 0; 1010 below = 0;
1117 1011
1118 if (map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1119 return; 1013 return;
1120 1014
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1016
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1124 { 1018 {
1125 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1126 * being removed. 1020 * being removed.
1127 */ 1021 */
1128 1022
1132 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1133 * appropriately. 1027 * appropriately.
1134 */ 1028 */
1135 if (tmp->container == this) 1029 if (tmp->container == this)
1136 { 1030 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1032 tmp->container = 0;
1139 } 1033 }
1140 1034
1035 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1036 tmp->contr->ns->floorbox_update ();
1142 } 1037 }
1143 1038
1144 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1145 if (check_walk_off 1040 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1041 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1043 {
1149 move_apply (tmp, this, 0); 1044 move_apply (tmp, this, 0);
1151 if (destroyed ()) 1046 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1048 }
1154 1049
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1157 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1158 tmp->above = 0; 1053 tmp->above = 0;
1159 1054
1160 last = tmp; 1055 last = tmp;
1161 } 1056 }
1162 1057
1163 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1060 if (!last)
1165 { 1061 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 1062 else
1175 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1176 1064
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1066 update_all_los (map, x, y);
1179 } 1067 }
1180} 1068}
1181 1069
1182/* 1070/*
1191merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1192{ 1080{
1193 if (!op->nrof) 1081 if (!op->nrof)
1194 return 0; 1082 return 0;
1195 1083
1196 if (top == NULL) 1084 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1198 1087
1199 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1200 { 1089 {
1201 if (top == op) 1090 if (top == op)
1202 continue; 1091 continue;
1203 1092
1204 if (object::can_merge (op, top)) 1093 if (object::can_merge (op, top))
1220 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1221 */ 1110 */
1222object * 1111object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1113{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1115 {
1232 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1234 } 1118 }
1235 1119
1254 * Return value: 1138 * Return value:
1255 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1141 * just 'op' otherwise
1258 */ 1142 */
1259
1260object * 1143object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1145{
1263 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1147 sint16 x, y;
1267 { 1150 {
1268 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL; 1152 return NULL;
1270 } 1153 }
1271 1154
1272 if (m == NULL) 1155 if (!m)
1273 { 1156 {
1274 char *dump = dump_object (op); 1157 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump); 1159 free (dump);
1277 return op; 1160 return op;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1182 free (dump);
1300 return op; 1183 return op;
1301 } 1184 }
1302 1185
1303 if (op->more != NULL) 1186 if (op->more)
1304 { 1187 {
1305 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1306 1189
1307 object *more = op->more; 1190 object *more = op->more;
1308 1191
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1208 {
1326 if (!op->head) 1209 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1211
1329 return NULL; 1212 return 0;
1330 } 1213 }
1331 } 1214 }
1332 1215
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1217
1341 y = op->y; 1224 y = op->y;
1342 1225
1343 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1344 */ 1227 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1230 if (object::can_merge (op, tmp))
1348 { 1231 {
1349 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1233 tmp->destroy ();
1351 } 1234 }
1368 op->below = originator->below; 1251 op->below = originator->below;
1369 1252
1370 if (op->below) 1253 if (op->below)
1371 op->below->above = op; 1254 op->below->above = op;
1372 else 1255 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1256 op->ms ().bot = op;
1374 1257
1375 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1376 originator->below = op; 1259 originator->below = op;
1377 } 1260 }
1378 else 1261 else
1379 { 1262 {
1380 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 { 1265 {
1383 object *last = NULL; 1266 object *last = 0;
1384 1267
1385 /* 1268 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1271 * 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 1275 * 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 1276 * 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 1277 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1396 */ 1279 */
1397
1398 while (top != NULL) 1280 while (top)
1399 { 1281 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1283 floor = top;
1402 1284
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 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 1306 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1307 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1308 * stacking is a bit odd.
1427 */ 1309 */
1428 if (!(flag & INS_ON_TOP) && 1310 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)) 1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1312 {
1431 for (last = top; last != floor; last = last->below) 1313 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1315 break;
1434 /* Check to see if we found the object that blocks view, 1316 /* Check to see if we found the object that blocks view,
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457 1339
1458 if (op->above) 1340 if (op->above)
1459 op->above->below = op; 1341 op->above->below = op;
1460 1342
1461 op->below = NULL; 1343 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1463 } 1345 }
1464 else 1346 else
1465 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1466 op->above = top->above; 1348 op->above = top->above;
1467 1349
1470 1352
1471 op->below = top; 1353 op->below = top;
1472 top->above = op; 1354 top->above = op;
1473 } 1355 }
1474 1356
1475 if (op->above == NULL) 1357 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1358 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1478 1360
1479 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1480 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1481 1367
1482 /* If we have a floor, we know the player, if any, will be above 1368 /* 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. 1369 * it, so save a few ticks and start from there.
1484 */ 1370 */
1485 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1374 pl->contr->ns->floorbox_update ();
1489 1375
1490 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1377 * 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 1378 * 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 1379 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient. 1383 * of effect may be sufficient.
1498 */ 1384 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1501 1387
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1390
1391 INVOKE_OBJECT (INSERT, op);
1504 1392
1505 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1394 * we want to have floorbox_update called before calling this.
1507 * 1395 *
1508 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1513 1401
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* 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) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1404 {
1517 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1518 return NULL; 1406 return 0;
1519 1407
1520 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1409 * walk on's.
1522 */ 1410 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1525 return NULL; 1413 return 0;
1526 } 1414 }
1527 1415
1528 return op; 1416 return op;
1529} 1417}
1530 1418
1531/* this function inserts an object in the map, but if it 1419/* 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. 1420 * 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. 1421 * op is the object to insert it under: supplies x and the map.
1534 */ 1422 */
1535void 1423void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1425{
1538 object * 1426 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1427
1543 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1544 1429
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 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 */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1435
1551 tmp1->x = op->x; 1436 tmp1->x = op->x;
1552 tmp1->y = op->y; 1437 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1554} 1445}
1555 1446
1556/* 1447/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * 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 1449 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1452 * global static errmsg array.
1562 */ 1453 */
1563
1564object * 1454object *
1565get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1566{ 1456{
1567 object *newob; 1457 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1604 1494
1605object * 1495object *
1606decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1607{ 1497{
1608 object *tmp; 1498 object *tmp;
1609 player *pl;
1610 1499
1611 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1501 return op;
1613 1502
1614 if (i > op->nrof) 1503 if (i > op->nrof)
1619 else if (op->env) 1508 else if (op->env)
1620 { 1509 {
1621 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1622 * therein? 1511 * therein?
1623 */ 1512 */
1624 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1518 * and then searching the map for a player.
1630 */ 1519 */
1631 if (!tmp) 1520 if (!tmp)
1632 { 1521 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1635 { 1523 {
1636 tmp = pl->ob; 1524 tmp = pl->ob;
1637 break; 1525 break;
1638 } 1526 }
1639 }
1640 1527
1641 if (i < op->nrof) 1528 if (i < op->nrof)
1642 { 1529 {
1643 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1531 op->nrof -= i;
1777 add_weight (this, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1778 } 1665 }
1779 else 1666 else
1780 add_weight (this, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1781 1668
1782 otmp = is_player_inv (this); 1669 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1670 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1672 otmp->update_stats ();
1786 1673
1787 op->map = NULL; 1674 op->map = 0;
1788 op->env = this; 1675 op->env = this;
1789 op->above = NULL; 1676 op->above = 0;
1790 op->below = NULL; 1677 op->below = 0;
1791 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1792 1679
1793 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1681 if ((op->glow_radius != 0) && map)
1795 { 1682 {
1796#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1798#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1799 if (MAP_DARKNESS (map)) 1686 if (map->darkness)
1800 update_all_los (map, x, y); 1687 update_all_los (map, x, y);
1801 } 1688 }
1802 1689
1803 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1804 * It sure simplifies this function... 1691 * It sure simplifies this function...
1809 { 1696 {
1810 op->below = inv; 1697 op->below = inv;
1811 op->below->above = op; 1698 op->below->above = op;
1812 inv = op; 1699 inv = op;
1813 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1814 1703
1815 return op; 1704 return op;
1816} 1705}
1817 1706
1818/* 1707/*
1833 * 1722 *
1834 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1835 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1836 * on top. 1725 * on top.
1837 */ 1726 */
1838
1839int 1727int
1840check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1841{ 1729{
1842 object *tmp; 1730 object *tmp;
1843 maptile *m = op->map; 1731 maptile *m = op->map;
1870 1758
1871 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1873 */ 1761 */
1874 1762
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1876 { 1764 {
1877 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them. 1767 * we don't need to check all of them.
1880 */ 1768 */
1935/* 1823/*
1936 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
1937 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
1938 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1939 */ 1827 */
1940
1941object * 1828object *
1942present_arch (const archetype *at, maptile *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
1943{ 1830{
1944 object *
1945 tmp;
1946
1947 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
1948 { 1832 {
1949 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
1950 return NULL; 1834 return NULL;
1951 } 1835 }
1836
1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1953 if (tmp->arch == at) 1838 if (tmp->arch == at)
1954 return tmp; 1839 return tmp;
1840
1955 return NULL; 1841 return NULL;
1956} 1842}
1957 1843
1958/* 1844/*
1959 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
1960 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
1961 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1962 */ 1848 */
1963
1964object * 1849object *
1965present (unsigned char type, maptile *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
1966{ 1851{
1967 object *
1968 tmp;
1969
1970 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
1971 { 1853 {
1972 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1855 return NULL;
1974 } 1856 }
1857
1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if (tmp->type == type) 1859 if (tmp->type == type)
1977 return tmp; 1860 return tmp;
1861
1978 return NULL; 1862 return NULL;
1979} 1863}
1980 1864
1981/* 1865/*
1982 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1985 */ 1869 */
1986
1987object * 1870object *
1988present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
1989{ 1872{
1990 object *
1991 tmp;
1992
1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 if (tmp->type == type) 1874 if (tmp->type == type)
1995 return tmp; 1875 return tmp;
1876
1996 return NULL; 1877 return NULL;
1997} 1878}
1998 1879
1999/* 1880/*
2000 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2008 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2009 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2010 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1892 * to be unique.
2012 */ 1893 */
2013
2014object * 1894object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1896{
2017 object *
2018 tmp;
2019
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1899 return tmp;
2024 } 1900
2025 return NULL; 1901 return 0;
2026} 1902}
2027 1903
2028/* 1904/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2032 */ 1908 */
2033
2034object * 1909object *
2035present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2036{ 1911{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2041 if (tmp->arch == at) 1913 if (tmp->arch == at)
2042 return tmp; 1914 return tmp;
1915
2043 return NULL; 1916 return NULL;
2044} 1917}
2045 1918
2046/* 1919/*
2047 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2048 */ 1921 */
2049void 1922void
2050flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2051{ 1924{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1925 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1927 {
2058 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2060 } 1930 }
2061} /* 1931}
1932
1933/*
2062 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2063 */ 1935 */
2064void 1936void
2065unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2066{ 1938{
2067 object *
2068 tmp;
2069
2070 if (op->inv) 1939 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 { 1941 {
2073 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2075 } 1944 }
2076} 1945}
2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2080 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2081 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2082 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2083 */ 1952 */
2084
2085void 1953void
2086set_cheat (object *op) 1954set_cheat (object *op)
2087{ 1955{
2088 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2089 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2108 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2109 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2110 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 1979 * customized, changed states, etc.
2112 */ 1980 */
2113
2114int 1981int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 1983{
2117 int
2118 i,
2119 index = 0, flag; 1984 int index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2122 1986
2123 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2124 { 1988 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2126 if (!flag) 1990 if (!flag)
2127 altern[index++] = i; 1991 altern [index++] = i;
2128 1992
2129 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2130 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2131 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2132 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2136 */ 2000 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 2002 stop = maxfree[i];
2139 } 2003 }
2004
2140 if (!index) 2005 if (!index)
2141 return -1; 2006 return -1;
2007
2142 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2143} 2009}
2144 2010
2145/* 2011/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2149 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2016 */
2151
2152int 2017int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2019{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2022 return i;
2162 } 2023
2163 return -1; 2024 return -1;
2164} 2025}
2165 2026
2166/* 2027/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2031 */
2170static void 2032static void
2171permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2172{ 2034{
2173 int 2035 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2036 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2037
2184 tmp = arr[i]; 2038 while (--end)
2185 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2040}
2189 2041
2190/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2192 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2195 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2048 */
2197void 2049void
2198get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2199{ 2051{
2200 int 2052 int i;
2201 i;
2202 2053
2203 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2055 search_arr[i] = i;
2206 }
2207 2056
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2060}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2221 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2222 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2072 * there is capable of.
2224 */ 2073 */
2225
2226int 2074int
2227find_dir (maptile *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2076{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2232 2078
2233 sint16 nx, ny; 2079 sint16 nx, ny;
2234 object * 2080 object *tmp;
2235 tmp;
2236 maptile * 2081 maptile *mp;
2237 mp;
2238 2082
2239 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2240 2084
2241 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2242 { 2086 {
2254 mp = m; 2098 mp = m;
2255 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2257 2101
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2259 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2105 max = maxfree[i];
2262 }
2263 else 2106 else
2264 { 2107 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2266 2111
2267 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2113 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2272 { 2115 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2274 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2277 break; 2119 break;
2278 } 2120
2279 }
2280 if (tmp) 2121 if (tmp)
2281 {
2282 return freedir[i]; 2122 return freedir[i];
2283 }
2284 } 2123 }
2285 } 2124 }
2286 } 2125 }
2126
2287 return 0; 2127 return 0;
2288} 2128}
2289 2129
2290/* 2130/*
2291 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2132 * distance between the two given objects.
2293 */ 2133 */
2294
2295int 2134int
2296distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2297{ 2136{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2138}
2304 2139
2305/* 2140/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2307 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2309 */ 2144 */
2310
2311int 2145int
2312find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2313{ 2147{
2314 int 2148 int q;
2315 q;
2316 2149
2317 if (y) 2150 if (y)
2318 q = x * 100 / y; 2151 q = x * 100 / y;
2319 else if (x) 2152 else if (x)
2320 q = -300 * x; 2153 q = -300 * x;
2355int 2188int
2356absdir (int d) 2189absdir (int d)
2357{ 2190{
2358 while (d < 1) 2191 while (d < 1)
2359 d += 8; 2192 d += 8;
2193
2360 while (d > 8) 2194 while (d > 8)
2361 d -= 8; 2195 d -= 8;
2196
2362 return d; 2197 return d;
2363} 2198}
2364 2199
2365/* 2200/*
2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2368 */ 2203 */
2369 2204
2370int 2205int
2371dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2372{ 2207{
2373 int 2208 int d;
2374 d;
2375 2209
2376 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2377 if (d > 4) 2211 if (d > 4)
2378 d = 8 - d; 2212 d = 8 - d;
2213
2379 return d; 2214 return d;
2380} 2215}
2381 2216
2382/* peterm: 2217/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2386 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2387 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2388 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2224 * functions.
2390 */ 2225 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2281 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2450 */ 2283 */
2451
2452
2453int 2284int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2286{
2456 sint16 dx, dy; 2287 sint16 dx, dy;
2457 int
2458 mflags; 2288 int mflags;
2459 2289
2460 if (dir < 0) 2290 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2462 2292
2463 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2476 return 0; 2306 return 0;
2477 2307
2478 /* yes, can see. */ 2308 /* yes, can see. */
2479 if (dir < 9) 2309 if (dir < 9)
2480 return 1; 2310 return 1;
2311
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2315}
2484
2485
2486 2316
2487/* 2317/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2489 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2334}
2505 2335
2506
2507/* 2336/*
2508 * create clone from object to another 2337 * create clone from object to another
2509 */ 2338 */
2510object * 2339object *
2511object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2530 { 2359 {
2531 dst = tmp; 2360 dst = tmp;
2532 tmp->head = 0; 2361 tmp->head = 0;
2533 } 2362 }
2534 else 2363 else
2535 {
2536 tmp->head = dst; 2364 tmp->head = dst;
2537 }
2538 2365
2539 tmp->more = 0; 2366 tmp->more = 0;
2540 2367
2541 if (prev) 2368 if (prev)
2542 prev->more = tmp; 2369 prev->more = tmp;
2554/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2555/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2556/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2557/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2558/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2559
2560object * 2386object *
2561load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2562{ 2388{
2563 object *op; 2389 object *op;
2564 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2594 * returns NULL if no match. 2420 * returns NULL if no match.
2595 */ 2421 */
2596object * 2422object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2424{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2427 return tmp;
2604 2428
2605 return NULL; 2429 return 0;
2606} 2430}
2607 2431
2608/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL. 2433 * otherwise return NULL.
2610 * 2434 *
2612 * do the desired thing. 2436 * do the desired thing.
2613 */ 2437 */
2614key_value * 2438key_value *
2615get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2616{ 2440{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2620 if (link->key == key) 2442 if (link->key == key)
2621 return link; 2443 return link;
2622 2444
2623 return NULL; 2445 return 0;
2624} 2446}
2625 2447
2626/* 2448/*
2627 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2628 * 2450 *
2668 * Returns TRUE on success. 2490 * Returns TRUE on success.
2669 */ 2491 */
2670int 2492int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2494{
2673 key_value *
2674 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2675 2496
2676 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2677 { 2498 {
2678 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2679 { 2500 {
2707 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2708 2529
2709 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2710 2531
2711 if (!add_key) 2532 if (!add_key)
2712 {
2713 return FALSE; 2533 return FALSE;
2714 } 2534
2715 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2719 * should pass in "" 2539 * should pass in ""
2768 } 2588 }
2769 else 2589 else
2770 item = item->env; 2590 item = item->env;
2771} 2591}
2772 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2773// return a suitable string describing an objetc in enough detail to find it 2620// return a suitable string describing an objetc in enough detail to find it
2774const char * 2621const char *
2775object::debug_desc (char *info) const 2622object::debug_desc (char *info) const
2776{ 2623{
2624 char flagdesc[512];
2777 char info2[256 * 3]; 2625 char info2[256 * 4];
2778 char *p = info; 2626 char *p = info;
2779 2627
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2781 count, 2629 count, uuid.seq,
2782 &name, 2630 &name,
2783 title ? " " : "", 2631 title ? "\",title:" : "",
2784 title ? (const char *)title : ""); 2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2785 2634
2786 if (env) 2635 if (env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788 2637
2789 if (map) 2638 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2791 2640
2792 return info; 2641 return info;
2793} 2642}
2794 2643
2795const char * 2644const char *

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