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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
482{ 482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 485
486 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 487
491 if (is_freed) 488 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
493 490
494 if (is_removed) 491 if (is_removed)
564 extern int arch_init; 561 extern int arch_init;
565 562
566 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated. 564 * since they never really need to be updated.
568 */ 565 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed) 566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 567 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 569 op->speed = 0;
577#endif
578 } 570 }
579 571
580 if (arch_init) 572 if (arch_init)
581 return; 573 return;
582 574
694 */ 686 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 687 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 688 return;
697 689
698 /* make sure the object is within map boundaries */ 690 /* 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)) 691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 692 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 693 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 694#ifdef MANY_CORES
703 abort (); 695 abort ();
704#endif 696#endif
741 733
742 if (op->more) 734 if (op->more)
743 update_object (op->more, action); 735 update_object (op->more, action);
744} 736}
745 737
746object::vector object::mortals;
747object::vector object::objects; // not yet used 738object::vector object::objects; // not yet used
748object *object::first; 739object *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}
761 740
762object::object () 741object::object ()
763{ 742{
764 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
765 744
814 * this function to succeed. 793 * this function to succeed.
815 * 794 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in 795 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground. 796 * inventory to the ground.
818 */ 797 */
819void object::destroy (bool destroy_inventory) 798void
799object::do_destroy ()
820{ 800{
821 if (QUERY_FLAG (this, FLAG_FREED)) 801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
822 return; 813 return;
823 814
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 flag [FLAG_FREED] = 1;
825 remove_friendly_object (this);
826
827 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 remove ();
829
830 SET_FLAG (this, FLAG_FREED);
831
832 if (more)
833 {
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 }
879 816
880 // hack to ensure that freed objects still have a valid map 817 // hack to ensure that freed objects still have a valid map
881 { 818 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 819 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 820
895 map = freed_map; 832 map = freed_map;
896 x = 1; 833 x = 1;
897 y = 1; 834 y = 1;
898 } 835 }
899 836
837 more = 0;
838 head = 0;
839 inv = 0;
840
900 // clear those pointers that likely might have circular references to us 841 // clear those pointers that likely might have circular references to us
901 owner = 0; 842 owner = 0;
902 enemy = 0; 843 enemy = 0;
903 attacked_by = 0; 844 attacked_by = 0;
904 845
908 /* Remove object from the active list */ 849 /* Remove object from the active list */
909 speed = 0; 850 speed = 0;
910 update_ob_speed (this); 851 update_ob_speed (this);
911 852
912 unlink (); 853 unlink ();
854}
913 855
914 mortals.push_back (this); 856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899}
900
901void
902object::destroy (bool destroy_inventory)
903{
904 if (destroyed ())
905 return;
906
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory)
915 destroy_inv (true);
916
917 attachable::destroy ();
915} 918}
916 919
917/* 920/*
918 * sub_weight() recursively (outwards) subtracts a number from the 921 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 922 * weight of an object (and what is carried by it's environment(s)).
943object::remove () 946object::remove ()
944{ 947{
945 object *tmp, *last = 0; 948 object *tmp, *last = 0;
946 object *otmp; 949 object *otmp;
947 950
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 951 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 952 return;
952 953
953 SET_FLAG (this, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this);
954 956
955 if (more) 957 if (more)
956 more->remove (); 958 more->remove ();
957 959
958 /* 960 /*
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1022 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1023 LOG (llevError, "%s\n", dump);
1022 free (dump); 1024 free (dump);
1023 } 1025 }
1024 1026
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1027 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1028 }
1027 1029
1028 above = 0; 1030 above = 0;
1029 below = 0; 1031 below = 0;
1030 1032
1031 if (map->in_memory == MAP_SAVING) 1033 if (map->in_memory == MAP_SAVING)
1032 return; 1034 return;
1033 1035
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1036 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1037
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 { 1039 {
1038 /* No point updating the players look faces if he is the object 1040 /* No point updating the players look faces if he is the object
1039 * being removed. 1041 * being removed.
1045 * removed (most likely destroyed), update the player view 1047 * removed (most likely destroyed), update the player view
1046 * appropriately. 1048 * appropriately.
1047 */ 1049 */
1048 if (tmp->container == this) 1050 if (tmp->container == this)
1049 { 1051 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1052 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1053 tmp->container = 0;
1052 } 1054 }
1053 1055
1056 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1057 tmp->contr->ns->floorbox_update ();
1055 } 1058 }
1056 1059
1057 /* See if player moving off should effect something */ 1060 /* See if player moving off should effect something */
1058 if (check_walk_off 1061 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1062 && ((move_type & tmp->move_off)
1077 if (!last) 1080 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else 1082 else
1080 update_object (last, UP_OBJ_REMOVE); 1083 update_object (last, UP_OBJ_REMOVE);
1081 1084
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1086 update_all_los (map, x, y);
1084 } 1087 }
1085} 1088}
1086 1089
1087/* 1090/*
1096merge_ob (object *op, object *top) 1099merge_ob (object *op, object *top)
1097{ 1100{
1098 if (!op->nrof) 1101 if (!op->nrof)
1099 return 0; 1102 return 0;
1100 1103
1101 if (top == NULL) 1104 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1105 for (top = op; top && top->above; top = top->above)
1106 ;
1103 1107
1104 for (; top != NULL; top = top->below) 1108 for (; top; top = top->below)
1105 { 1109 {
1106 if (top == op) 1110 if (top == op)
1107 continue; 1111 continue;
1108 1112
1109 if (object::can_merge (op, top)) 1113 if (object::can_merge (op, top))
1159 * Return value: 1163 * Return value:
1160 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1166 * just 'op' otherwise
1163 */ 1167 */
1164
1165object * 1168object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1170{
1168 object *tmp, *top, *floor = NULL; 1171 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1172 sint16 x, y;
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump); 1207 free (dump);
1205 return op; 1208 return op;
1206 } 1209 }
1207 1210
1208 if (op->more != NULL) 1211 if (op->more)
1209 { 1212 {
1210 /* The part may be on a different map. */ 1213 /* The part may be on a different map. */
1211 1214
1212 object *more = op->more; 1215 object *more = op->more;
1213 1216
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1233 {
1231 if (!op->head) 1234 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1236
1234 return NULL; 1237 return 0;
1235 } 1238 }
1236 } 1239 }
1237 1240
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1241 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1242
1273 op->below = originator->below; 1276 op->below = originator->below;
1274 1277
1275 if (op->below) 1278 if (op->below)
1276 op->below->above = op; 1279 op->below->above = op;
1277 else 1280 else
1278 op->ms ().bottom = op; 1281 op->ms ().bot = op;
1279 1282
1280 /* since *below* originator, no need to update top */ 1283 /* since *below* originator, no need to update top */
1281 originator->below = op; 1284 originator->below = op;
1282 } 1285 }
1283 else 1286 else
1362 1365
1363 if (op->above) 1366 if (op->above)
1364 op->above->below = op; 1367 op->above->below = op;
1365 1368
1366 op->below = NULL; 1369 op->below = NULL;
1367 op->ms ().bottom = op; 1370 op->ms ().bot = op;
1368 } 1371 }
1369 else 1372 else
1370 { /* get inserted into the stack above top */ 1373 { /* get inserted into the stack above top */
1371 op->above = top->above; 1374 op->above = top->above;
1372 1375
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
1505 1511
1506object * 1512object *
1507decrease_ob_nr (object *op, uint32 i) 1513decrease_ob_nr (object *op, uint32 i)
1508{ 1514{
1509 object *tmp; 1515 object *tmp;
1510 player *pl;
1511 1516
1512 if (i == 0) /* objects with op->nrof require this check */ 1517 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1518 return op;
1514 1519
1515 if (i > op->nrof) 1520 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1533 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1534 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1535 * and then searching the map for a player.
1531 */ 1536 */
1532 if (!tmp) 1537 if (!tmp)
1533 { 1538 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1539 if (pl->ob->container == op->env)
1536 { 1540 {
1537 tmp = pl->ob; 1541 tmp = pl->ob;
1538 break; 1542 break;
1539 } 1543 }
1540 }
1541 1544
1542 if (i < op->nrof) 1545 if (i < op->nrof)
1543 { 1546 {
1544 sub_weight (op->env, op->weight * i); 1547 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1548 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1698 if ((op->glow_radius != 0) && map)
1696 { 1699 {
1697#ifdef DEBUG_LIGHTS 1700#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1702#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1703 if (map->darkness)
1701 update_all_los (map, x, y); 1704 update_all_los (map, x, y);
1702 } 1705 }
1703 1706
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1707 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1708 * It sure simplifies this function...
1710 { 1713 {
1711 op->below = inv; 1714 op->below = inv;
1712 op->below->above = op; 1715 op->below->above = op;
1713 inv = op; 1716 inv = op;
1714 } 1717 }
1718
1719 INVOKE_OBJECT (INSERT, this);
1715 1720
1716 return op; 1721 return op;
1717} 1722}
1718 1723
1719/* 1724/*
1771 1776
1772 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1774 */ 1779 */
1775 1780
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1777 { 1782 {
1778 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1785 * we don't need to check all of them.
1781 */ 1786 */
1836/* 1841/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1840 */ 1845 */
1841
1842object * 1846object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1848{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
1849 { 1850 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1852 return NULL;
1852 } 1853 }
1854
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1854 if (tmp->arch == at) 1856 if (tmp->arch == at)
1855 return tmp; 1857 return tmp;
1858
1856 return NULL; 1859 return NULL;
1857} 1860}
1858 1861
1859/* 1862/*
1860 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1863 */ 1866 */
1864
1865object * 1867object *
1866present (unsigned char type, maptile *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
1867{ 1869{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
1872 { 1871 {
1873 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1873 return NULL;
1875 } 1874 }
1875
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1877 if (tmp->type == type) 1877 if (tmp->type == type)
1878 return tmp; 1878 return tmp;
1879
1879 return NULL; 1880 return NULL;
1880} 1881}
1881 1882
1882/* 1883/*
1883 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1886 */ 1887 */
1887
1888object * 1888object *
1889present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
1890{ 1890{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1892 if (tmp->type == type)
1896 return tmp; 1893 return tmp;
1894
1897 return NULL; 1895 return NULL;
1898} 1896}
1899 1897
1900/* 1898/*
1901 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1910 * to be unique.
1913 */ 1911 */
1914
1915object * 1912object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1914{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1917 return tmp;
1925 } 1918
1926 return NULL; 1919 return 0;
1927} 1920}
1928 1921
1929/* 1922/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
1933 */ 1926 */
1934
1935object * 1927object *
1936present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
1937{ 1929{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1931 if (tmp->arch == at)
1943 return tmp; 1932 return tmp;
1933
1944 return NULL; 1934 return NULL;
1945} 1935}
1946 1936
1947/* 1937/*
1948 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
1949 */ 1939 */
1950void 1940void
1951flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
1952{ 1942{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1943 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1945 {
1959 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
1961 } 1948 }
1962} /* 1949}
1950
1951/*
1963 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
1964 */ 1953 */
1965void 1954void
1966unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
1967{ 1956{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1957 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1959 {
1974 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1976 } 1962 }
1977} 1963}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
1984 */ 1970 */
1985
1986void 1971void
1987set_cheat (object *op) 1972set_cheat (object *op)
1988{ 1973{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1997 * customized, changed states, etc.
2013 */ 1998 */
2014
2015int 1999int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 2001{
2018 int
2019 i,
2020 index = 0, flag; 2002 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2023 2004
2024 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2025 { 2006 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 2008 if (!flag)
2028 altern[index++] = i; 2009 altern [index++] = i;
2029 2010
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2034 */
2054
2055int 2035int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2037{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2040 return i;
2065 } 2041
2066 return -1; 2042 return -1;
2067} 2043}
2068 2044
2069/* 2045/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2049 */
2073static void 2050static void
2074permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2075{ 2052{
2076 int 2053 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2054 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2055
2087 tmp = arr[i]; 2056 while (--end)
2088 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2058}
2092 2059
2093/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2066 */
2100void 2067void
2101get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2102{ 2069{
2103 int 2070 int i;
2104 i;
2105 2071
2106 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2073 search_arr[i] = i;
2109 }
2110 2074
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2078}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2090 * there is capable of.
2127 */ 2091 */
2128
2129int 2092int
2130find_dir (maptile *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2094{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2135 2096
2136 sint16 nx, ny; 2097 sint16 nx, ny;
2137 object * 2098 object *tmp;
2138 tmp;
2139 maptile * 2099 maptile *mp;
2140 mp;
2141 2100
2142 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2143 2102
2144 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2145 { 2104 {
2162 2121
2163 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2123 max = maxfree[i];
2165 else 2124 else
2166 { 2125 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2168 2129
2169 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2131 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2172 { 2133 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2137 break;
2176 2138
2177 if (tmp) 2139 if (tmp)
2178 return freedir[i]; 2140 return freedir[i];
2179 } 2141 }
2185 2147
2186/* 2148/*
2187 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2150 * distance between the two given objects.
2189 */ 2151 */
2190
2191int 2152int
2192distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2193{ 2154{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2156}
2199 2157
2200/* 2158/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2204 */ 2162 */
2205
2206int 2163int
2207find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2208{ 2165{
2209 int q; 2166 int q;
2210 2167
2249int 2206int
2250absdir (int d) 2207absdir (int d)
2251{ 2208{
2252 while (d < 1) 2209 while (d < 1)
2253 d += 8; 2210 d += 8;
2211
2254 while (d > 8) 2212 while (d > 8)
2255 d -= 8; 2213 d -= 8;
2214
2256 return d; 2215 return d;
2257} 2216}
2258 2217
2259/* 2218/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2221 */
2263 2222
2264int 2223int
2265dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2266{ 2225{
2267 int 2226 int d;
2268 d;
2269 2227
2270 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2271 if (d > 4) 2229 if (d > 4)
2272 d = 8 - d; 2230 d = 8 - d;
2231
2273 return d; 2232 return d;
2274} 2233}
2275 2234
2276/* peterm: 2235/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2242 * functions.
2284 */ 2243 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2404object *
2449load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2450{ 2406{
2451 object *op; 2407 object *op;
2452 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2482 * returns NULL if no match. 2438 * returns NULL if no match.
2483 */ 2439 */
2484object * 2440object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2442{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2445 return tmp;
2492 2446
2493 return NULL; 2447 return 0;
2494} 2448}
2495 2449
2496/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2451 * otherwise return NULL.
2498 * 2452 *
2500 * do the desired thing. 2454 * do the desired thing.
2501 */ 2455 */
2502key_value * 2456key_value *
2503get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2504{ 2458{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2460 if (link->key == key)
2509 return link; 2461 return link;
2510 2462
2511 return NULL; 2463 return 0;
2512} 2464}
2513 2465
2514/* 2466/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2468 *
2556 * Returns TRUE on success. 2508 * Returns TRUE on success.
2557 */ 2509 */
2558int 2510int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2512{
2561 key_value *
2562 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2563 2514
2564 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2516 {
2566 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2567 { 2518 {
2595 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2596 2547
2597 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2598 2549
2599 if (!add_key) 2550 if (!add_key)
2600 {
2601 return FALSE; 2551 return FALSE;
2602 } 2552
2603 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2607 * should pass in "" 2557 * should pass in ""

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