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Comparing deliantra/server/common/object.C (file contents):
Revision 1.79 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
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)
525 tail = new_link; 522 tail = new_link;
526 } 523 }
527 } 524 }
528 } 525 }
529 526
530 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
531} 528}
532 529
533object * 530object *
534object::clone () 531object::clone ()
535{ 532{
557 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
560 */ 557 */
561void 558void
562update_ob_speed (object *op) 559object::set_speed (float speed)
563{ 560{
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 */
569 566 if (flag [FLAG_FREED] && speed)
570 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", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 569 speed = 0;
577#endif
578 } 570 }
571
572 this->speed = speed;
579 573
580 if (arch_init) 574 if (arch_init)
581 return; 575 return;
582 576
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
584 { 578 {
585 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
587 return; 581 return;
588 582
589 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
590 * of the list. */ 584 * of the list. */
591 op->active_next = active_objects; 585 active_next = active_objects;
592 586
593 if (op->active_next != NULL) 587 if (active_next)
594 op->active_next->active_prev = op; 588 active_next->active_prev = this;
595 589
596 active_objects = op; 590 active_objects = this;
597 } 591 }
598 else 592 else
599 { 593 {
600 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
602 return; 596 return;
603 597
604 if (op->active_prev == NULL) 598 if (!active_prev)
605 { 599 {
606 active_objects = op->active_next; 600 active_objects = active_next;
607 601
608 if (op->active_next != NULL) 602 if (active_next)
609 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
610 } 604 }
611 else 605 else
612 { 606 {
613 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
614 608
615 if (op->active_next) 609 if (active_next)
616 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
617 } 611 }
618 612
619 op->active_next = NULL; 613 active_next = 0;
620 op->active_prev = NULL; 614 active_prev = 0;
621 } 615 }
622} 616}
623 617
624/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
625 * objects. 619 * objects.
694 */ 688 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 690 return;
697 691
698 /* make sure the object is within map boundaries */ 692 /* 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)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 694 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 696#ifdef MANY_CORES
703 abort (); 697 abort ();
704#endif 698#endif
741 735
742 if (op->more) 736 if (op->more)
743 update_object (op->more, action); 737 update_object (op->more, action);
744} 738}
745 739
746object::vector object::mortals;
747object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
748object *object::first; 741object *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}
761 742
762object::object () 743object::object ()
763{ 744{
764 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
765 746
797 778
798 prev = 0; 779 prev = 0;
799 next = 0; 780 next = 0;
800} 781}
801 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
802object *object::create () 831object *object::create ()
803{ 832{
804 object *op = new object; 833 object *op = new object;
805 op->link (); 834 op->link ();
806 return op; 835 return op;
807} 836}
808 837
809/* 838void
810 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 840{
821 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
822 return; 851 return;
823 852
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
825 remove_friendly_object (this);
826 854
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
828 remove ();
829 856
830 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
831 858
832 if (more) 859 destroy_inv (true);
833 { 860 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 861
880 // hack to ensure that freed objects still have a valid map 862 // hack to ensure that freed objects still have a valid map
881 { 863 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 864 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 865
895 map = freed_map; 877 map = freed_map;
896 x = 1; 878 x = 1;
897 y = 1; 879 y = 1;
898 } 880 }
899 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
900 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
901 owner = 0; 891 owner = 0;
902 enemy = 0; 892 enemy = 0;
903 attacked_by = 0; 893 attacked_by = 0;
904 894
905 // only relevant for players(?), but make sure of it anyways 895 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 896 contr = 0;
897}
907 898
908 /* Remove object from the active list */ 899void
909 speed = 0; 900object::destroy (bool destroy_inventory)
910 update_ob_speed (this); 901{
902 if (destroyed ())
903 return;
911 904
912 unlink (); 905 if (destroy_inventory)
906 destroy_inv (false);
913 907
914 mortals.push_back (this); 908 attachable::destroy ();
915} 909}
916 910
917/* 911/*
918 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
943object::remove () 937object::remove ()
944{ 938{
945 object *tmp, *last = 0; 939 object *tmp, *last = 0;
946 object *otmp; 940 object *otmp;
947 941
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 943 return;
952 944
953 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
954 947
955 if (more) 948 if (more)
956 more->remove (); 949 more->remove ();
957 950
958 /* 951 /*
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1022 free (dump); 1015 free (dump);
1023 } 1016 }
1024 1017
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1019 }
1027 1020
1028 above = 0; 1021 above = 0;
1029 below = 0; 1022 below = 0;
1030 1023
1031 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1032 return; 1025 return;
1033 1026
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1028
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 1030 {
1038 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1039 * being removed. 1032 * being removed.
1040 */ 1033 */
1041 1034
1045 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1046 * appropriately. 1039 * appropriately.
1047 */ 1040 */
1048 if (tmp->container == this) 1041 if (tmp->container == this)
1049 { 1042 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1044 tmp->container = 0;
1052 } 1045 }
1053 1046
1047 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1048 tmp->contr->ns->floorbox_update ();
1055 } 1049 }
1056 1050
1057 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1058 if (check_walk_off 1052 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1077 if (!last) 1071 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else 1073 else
1080 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1081 1075
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1084 } 1078 }
1085} 1079}
1086 1080
1087/* 1081/*
1096merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1097{ 1091{
1098 if (!op->nrof) 1092 if (!op->nrof)
1099 return 0; 1093 return 0;
1100 1094
1101 if (top == NULL) 1095 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1103 1098
1104 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1105 { 1100 {
1106 if (top == op) 1101 if (top == op)
1107 continue; 1102 continue;
1108 1103
1109 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1126 */ 1121 */
1127object * 1122object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1124{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1126 {
1137 tmp->x = x + tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1139 } 1129 }
1140 1130
1159 * Return value: 1149 * Return value:
1160 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1152 * just 'op' otherwise
1163 */ 1153 */
1164
1165object * 1154object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1156{
1168 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1158 sint16 x, y;
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump); 1193 free (dump);
1205 return op; 1194 return op;
1206 } 1195 }
1207 1196
1208 if (op->more != NULL) 1197 if (op->more)
1209 { 1198 {
1210 /* The part may be on a different map. */ 1199 /* The part may be on a different map. */
1211 1200
1212 object *more = op->more; 1201 object *more = op->more;
1213 1202
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1219 {
1231 if (!op->head) 1220 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1222
1234 return NULL; 1223 return 0;
1235 } 1224 }
1236 } 1225 }
1237 1226
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1227 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1228
1273 op->below = originator->below; 1262 op->below = originator->below;
1274 1263
1275 if (op->below) 1264 if (op->below)
1276 op->below->above = op; 1265 op->below->above = op;
1277 else 1266 else
1278 op->ms ().bottom = op; 1267 op->ms ().bot = op;
1279 1268
1280 /* since *below* originator, no need to update top */ 1269 /* since *below* originator, no need to update top */
1281 originator->below = op; 1270 originator->below = op;
1282 } 1271 }
1283 else 1272 else
1362 1351
1363 if (op->above) 1352 if (op->above)
1364 op->above->below = op; 1353 op->above->below = op;
1365 1354
1366 op->below = NULL; 1355 op->below = NULL;
1367 op->ms ().bottom = op; 1356 op->ms ().bot = op;
1368 } 1357 }
1369 else 1358 else
1370 { /* get inserted into the stack above top */ 1359 { /* get inserted into the stack above top */
1371 op->above = top->above; 1360 op->above = top->above;
1372 1361
1387 /* If we have a floor, we know the player, if any, will be above 1376 /* 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. 1377 * it, so save a few ticks and start from there.
1389 */ 1378 */
1390 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1380 if (object *pl = op->ms ().player ())
1381 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1382 pl->contr->ns->floorbox_update ();
1393 1383
1394 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1385 * 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 1386 * 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 1387 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_NEED_UPDATE for spaces within this area
1401 * of effect may be sufficient. 1391 * of effect may be sufficient.
1402 */ 1392 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1405 1395
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1397 update_object (op, UP_OBJ_INSERT);
1398
1399 INVOKE_OBJECT (INSERT, op);
1408 1400
1409 /* Don't know if moving this to the end will break anything. However, 1401 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1402 * we want to have floorbox_update called before calling this.
1411 * 1403 *
1412 * check_move_on() must be after this because code called from 1404 * check_move_on() must be after this because code called from
1417 1409
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1410 /* 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) 1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1412 {
1421 if (check_move_on (op, originator)) 1413 if (check_move_on (op, originator))
1422 return NULL; 1414 return 0;
1423 1415
1424 /* If we are a multi part object, lets work our way through the check 1416 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1417 * walk on's.
1426 */ 1418 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1420 if (check_move_on (tmp, originator))
1429 return NULL; 1421 return 0;
1430 } 1422 }
1431 1423
1432 return op; 1424 return op;
1433} 1425}
1434 1426
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1443
1452 tmp1->x = op->x; 1444 tmp1->x = op->x;
1453 tmp1->y = op->y; 1445 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1453}
1456 1454
1457/* 1455/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1460 * global static errmsg array.
1463 */ 1461 */
1464
1465object * 1462object *
1466get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1467{ 1464{
1468 object *newob; 1465 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1502
1506object * 1503object *
1507decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1508{ 1505{
1509 object *tmp; 1506 object *tmp;
1510 player *pl;
1511 1507
1512 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1509 return op;
1514 1510
1515 if (i > op->nrof) 1511 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1526 * and then searching the map for a player.
1531 */ 1527 */
1532 if (!tmp) 1528 if (!tmp)
1533 { 1529 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1536 { 1531 {
1537 tmp = pl->ob; 1532 tmp = pl->ob;
1538 break; 1533 break;
1539 } 1534 }
1540 }
1541 1535
1542 if (i < op->nrof) 1536 if (i < op->nrof)
1543 { 1537 {
1544 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1539 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1696 { 1690 {
1697#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1701 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1702 } 1696 }
1703 1697
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1699 * It sure simplifies this function...
1710 { 1704 {
1711 op->below = inv; 1705 op->below = inv;
1712 op->below->above = op; 1706 op->below->above = op;
1713 inv = op; 1707 inv = op;
1714 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1715 1711
1716 return op; 1712 return op;
1717} 1713}
1718 1714
1719/* 1715/*
1734 * 1730 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1733 * on top.
1738 */ 1734 */
1739
1740int 1735int
1741check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1742{ 1737{
1743 object *tmp; 1738 object *tmp;
1744 maptile *m = op->map; 1739 maptile *m = op->map;
1771 1766
1772 /* The objects have to be checked from top to bottom. 1767 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1768 * Hence, we first go to the top:
1774 */ 1769 */
1775 1770
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1777 { 1772 {
1778 /* Trim the search when we find the first other spell effect 1773 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1774 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1775 * we don't need to check all of them.
1781 */ 1776 */
1836/* 1831/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1832 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1833 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1840 */ 1835 */
1841
1842object * 1836object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1837present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1838{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1839 if (m == NULL || out_of_map (m, x, y))
1849 { 1840 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1841 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1842 return NULL;
1852 } 1843 }
1844
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1854 if (tmp->arch == at) 1846 if (tmp->arch == at)
1855 return tmp; 1847 return tmp;
1848
1856 return NULL; 1849 return NULL;
1857} 1850}
1858 1851
1859/* 1852/*
1860 * present(type, map, x, y) searches for any objects with 1853 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1854 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1863 */ 1856 */
1864
1865object * 1857object *
1866present (unsigned char type, maptile *m, int x, int y) 1858present (unsigned char type, maptile *m, int x, int y)
1867{ 1859{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1860 if (out_of_map (m, x, y))
1872 { 1861 {
1873 LOG (llevError, "Present called outside map.\n"); 1862 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1863 return NULL;
1875 } 1864 }
1865
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1877 if (tmp->type == type) 1867 if (tmp->type == type)
1878 return tmp; 1868 return tmp;
1869
1879 return NULL; 1870 return NULL;
1880} 1871}
1881 1872
1882/* 1873/*
1883 * present_in_ob(type, object) searches for any objects with 1874 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1875 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1886 */ 1877 */
1887
1888object * 1878object *
1889present_in_ob (unsigned char type, const object *op) 1879present_in_ob (unsigned char type, const object *op)
1890{ 1880{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1881 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1882 if (tmp->type == type)
1896 return tmp; 1883 return tmp;
1884
1897 return NULL; 1885 return NULL;
1898} 1886}
1899 1887
1900/* 1888/*
1901 * present_in_ob (type, str, object) searches for any objects with 1889 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1897 * 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 1898 * 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 1899 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1900 * to be unique.
1913 */ 1901 */
1914
1915object * 1902object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1903present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1904{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1906 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1907 return tmp;
1925 } 1908
1926 return NULL; 1909 return 0;
1927} 1910}
1928 1911
1929/* 1912/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1913 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1914 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
1933 */ 1916 */
1934
1935object * 1917object *
1936present_arch_in_ob (const archetype *at, const object *op) 1918present_arch_in_ob (const archetype *at, const object *op)
1937{ 1919{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1921 if (tmp->arch == at)
1943 return tmp; 1922 return tmp;
1923
1944 return NULL; 1924 return NULL;
1945} 1925}
1946 1926
1947/* 1927/*
1948 * activate recursively a flag on an object inventory 1928 * activate recursively a flag on an object inventory
1949 */ 1929 */
1950void 1930void
1951flag_inv (object *op, int flag) 1931flag_inv (object *op, int flag)
1952{ 1932{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1933 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1935 {
1959 SET_FLAG (tmp, flag); 1936 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1937 flag_inv (tmp, flag);
1961 } 1938 }
1962} /* 1939}
1940
1941/*
1963 * desactivate recursively a flag on an object inventory 1942 * deactivate recursively a flag on an object inventory
1964 */ 1943 */
1965void 1944void
1966unflag_inv (object *op, int flag) 1945unflag_inv (object *op, int flag)
1967{ 1946{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1947 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1949 {
1974 CLEAR_FLAG (tmp, flag); 1950 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1951 unflag_inv (tmp, flag);
1976 } 1952 }
1977} 1953}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1957 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1958 * 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. 1959 * him/her-self and all object carried by a call to this function.
1984 */ 1960 */
1985
1986void 1961void
1987set_cheat (object *op) 1962set_cheat (object *op)
1988{ 1963{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1964 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1965 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1984 * 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 1985 * 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 1986 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1987 * customized, changed states, etc.
2013 */ 1988 */
2014
2015int 1989int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1991{
2018 int
2019 i,
2020 index = 0, flag; 1992 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1993 int altern[SIZEOFFREE];
2023 1994
2024 for (i = start; i < stop; i++) 1995 for (int i = start; i < stop; i++)
2025 { 1996 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 1998 if (!flag)
2028 altern[index++] = i; 1999 altern [index++] = i;
2029 2000
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2001 /* 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. 2002 * 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 - 2003 * 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 2004 * 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 2020 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2021 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2022 * 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. 2023 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2024 */
2054
2055int 2025int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2027{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2028 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2030 return i;
2065 } 2031
2066 return -1; 2032 return -1;
2067} 2033}
2068 2034
2069/* 2035/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2036 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2037 * arr[begin..end-1].
2038 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2039 */
2073static void 2040static void
2074permute (int *arr, int begin, int end) 2041permute (int *arr, int begin, int end)
2075{ 2042{
2076 int 2043 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2044 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2045
2087 tmp = arr[i]; 2046 while (--end)
2088 arr[i] = arr[j]; 2047 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2048}
2092 2049
2093/* new function to make monster searching more efficient, and effective! 2050/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2051 * 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 2052 * 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. 2055 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2056 */
2100void 2057void
2101get_search_arr (int *search_arr) 2058get_search_arr (int *search_arr)
2102{ 2059{
2103 int 2060 int i;
2104 i;
2105 2061
2106 for (i = 0; i < SIZEOFFREE; i++) 2062 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2063 search_arr[i] = i;
2109 }
2110 2064
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2065 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2066 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2067 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2068}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2077 * 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 2078 * 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 2079 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2080 * there is capable of.
2127 */ 2081 */
2128
2129int 2082int
2130find_dir (maptile *m, int x, int y, object *exclude) 2083find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2084{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2085 int i, max = SIZEOFFREE, mflags;
2135 2086
2136 sint16 nx, ny; 2087 sint16 nx, ny;
2137 object * 2088 object *tmp;
2138 tmp;
2139 maptile * 2089 maptile *mp;
2140 mp;
2141 2090
2142 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2143 2092
2144 if (exclude && exclude->head) 2093 if (exclude && exclude->head)
2145 { 2094 {
2162 2111
2163 if (mflags & P_OUT_OF_MAP) 2112 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2113 max = maxfree[i];
2165 else 2114 else
2166 { 2115 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2116 mapspace &ms = mp->at (nx, ny);
2117
2118 blocked = ms.move_block;
2168 2119
2169 if ((move_type & blocked) == move_type) 2120 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2121 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2122 else if (mflags & P_IS_ALIVE)
2172 { 2123 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2124 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))) 2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2127 break;
2176 2128
2177 if (tmp) 2129 if (tmp)
2178 return freedir[i]; 2130 return freedir[i];
2179 } 2131 }
2185 2137
2186/* 2138/*
2187 * distance(object 1, object 2) will return the square of the 2139 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2140 * distance between the two given objects.
2189 */ 2141 */
2190
2191int 2142int
2192distance (const object *ob1, const object *ob2) 2143distance (const object *ob1, const object *ob2)
2193{ 2144{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2145 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2146}
2199 2147
2200/* 2148/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2149 * 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 2150 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2151 * object, needs to travel toward it.
2204 */ 2152 */
2205
2206int 2153int
2207find_dir_2 (int x, int y) 2154find_dir_2 (int x, int y)
2208{ 2155{
2209 int q; 2156 int q;
2210 2157
2249int 2196int
2250absdir (int d) 2197absdir (int d)
2251{ 2198{
2252 while (d < 1) 2199 while (d < 1)
2253 d += 8; 2200 d += 8;
2201
2254 while (d > 8) 2202 while (d > 8)
2255 d -= 8; 2203 d -= 8;
2204
2256 return d; 2205 return d;
2257} 2206}
2258 2207
2259/* 2208/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2211 */
2263 2212
2264int 2213int
2265dirdiff (int dir1, int dir2) 2214dirdiff (int dir1, int dir2)
2266{ 2215{
2267 int 2216 int d;
2268 d;
2269 2217
2270 d = abs (dir1 - dir2); 2218 d = abs (dir1 - dir2);
2271 if (d > 4) 2219 if (d > 4)
2272 d = 8 - d; 2220 d = 8 - d;
2221
2273 return d; 2222 return d;
2274} 2223}
2275 2224
2276/* peterm: 2225/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2226 * 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 2229 * 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. 2230 * 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 2231 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2232 * functions.
2284 */ 2233 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2234int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2235 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2236 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2237 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2238 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2239 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2389/* 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, */ 2390/* 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. */ 2391/* 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. */ 2392/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2393/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2394object *
2449load_object_str (const char *obstr) 2395load_object_str (const char *obstr)
2450{ 2396{
2451 object *op; 2397 object *op;
2452 char filename[MAX_BUF]; 2398 char filename[MAX_BUF];
2482 * returns NULL if no match. 2428 * returns NULL if no match.
2483 */ 2429 */
2484object * 2430object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2432{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2434 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2435 return tmp;
2492 2436
2493 return NULL; 2437 return 0;
2494} 2438}
2495 2439
2496/* If ob has a field named key, return the link from the list, 2440/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2441 * otherwise return NULL.
2498 * 2442 *
2500 * do the desired thing. 2444 * do the desired thing.
2501 */ 2445 */
2502key_value * 2446key_value *
2503get_ob_key_link (const object *ob, const char *key) 2447get_ob_key_link (const object *ob, const char *key)
2504{ 2448{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2449 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2450 if (link->key == key)
2509 return link; 2451 return link;
2510 2452
2511 return NULL; 2453 return 0;
2512} 2454}
2513 2455
2514/* 2456/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2457 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2458 *
2556 * Returns TRUE on success. 2498 * Returns TRUE on success.
2557 */ 2499 */
2558int 2500int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2502{
2561 key_value *
2562 field = NULL, *last = NULL; 2503 key_value *field = NULL, *last = NULL;
2563 2504
2564 for (field = op->key_values; field != NULL; field = field->next) 2505 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2506 {
2566 if (field->key != canonical_key) 2507 if (field->key != canonical_key)
2567 { 2508 {
2595 /* IF we get here, key doesn't exist */ 2536 /* IF we get here, key doesn't exist */
2596 2537
2597 /* No field, we'll have to add it. */ 2538 /* No field, we'll have to add it. */
2598 2539
2599 if (!add_key) 2540 if (!add_key)
2600 {
2601 return FALSE; 2541 return FALSE;
2602 } 2542
2603 /* There isn't any good reason to store a null 2543 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2544 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2545 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2546 * be here. If user wants to store empty strings,
2607 * should pass in "" 2547 * should pass in ""

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