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Comparing deliantra/server/common/object.C (file contents):
Revision 1.77 by root, Thu Dec 21 23:37:05 2006 UTC vs.
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC

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
467 } 467 }
468 468
469 op->key_values = 0; 469 op->key_values = 0;
470} 470}
471 471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 472/*
515 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 482{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 485
528 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 487
534 if (is_freed) 488 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
536 490
537 if (is_removed) 491 if (is_removed)
784 738
785 if (op->more) 739 if (op->more)
786 update_object (op->more, action); 740 update_object (op->more, action);
787} 741}
788 742
789object::vector object::mortals;
790object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
791object *object::first; 744object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804 745
805object::object () 746object::object ()
806{ 747{
807 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
808 749
857 * this function to succeed. 798 * this function to succeed.
858 * 799 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground. 801 * inventory to the ground.
861 */ 802 */
862void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
863{ 805{
864 if (QUERY_FLAG (this, FLAG_FREED)) 806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
865 return; 818 return;
866 819
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
868 remove_friendly_object (this);
869
870 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 remove ();
872
873 SET_FLAG (this, FLAG_FREED);
874
875 if (more)
876 {
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 821
923 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
924 { 823 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 825
938 map = freed_map; 837 map = freed_map;
939 x = 1; 838 x = 1;
940 y = 1; 839 y = 1;
941 } 840 }
942 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
943 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
944 owner = 0; 847 owner = 0;
945 enemy = 0; 848 enemy = 0;
946 attacked_by = 0; 849 attacked_by = 0;
947 850
951 /* Remove object from the active list */ 854 /* Remove object from the active list */
952 speed = 0; 855 speed = 0;
953 update_ob_speed (this); 856 update_ob_speed (this);
954 857
955 unlink (); 858 unlink ();
859}
956 860
957 mortals.push_back (this); 861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904}
905
906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory)
920 destroy_inv (true);
921
922 attachable::destroy ();
958} 923}
959 924
960/* 925/*
961 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
986object::remove () 951object::remove ()
987{ 952{
988 object *tmp, *last = 0; 953 object *tmp, *last = 0;
989 object *otmp; 954 object *otmp;
990 955
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 957 return;
995 958
996 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
997 961
998 if (more) 962 if (more)
999 more->remove (); 963 more->remove ();
1000 964
1001 /* 965 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 978 * to save cpu time.
1015 */ 979 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 981 otmp->update_stats ();
1018 982
1019 if (above != NULL) 983 if (above != NULL)
1020 above->below = below; 984 above->below = below;
1021 else 985 else
1022 env->inv = below; 986 env->inv = below;
1072 below = 0; 1036 below = 0;
1073 1037
1074 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1075 return; 1039 return;
1076 1040
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1042
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1080 { 1044 {
1081 /* No point updating the players look faces if he is the object 1045 /* No point updating the players look faces if he is the object
1082 * being removed. 1046 * being removed.
1088 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1089 * appropriately. 1053 * appropriately.
1090 */ 1054 */
1091 if (tmp->container == this) 1055 if (tmp->container == this)
1092 { 1056 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1058 tmp->container = 0;
1095 } 1059 }
1096 1060
1061 if (tmp->contr->ns)
1097 tmp->contr->ns->floorbox_update (); 1062 tmp->contr->ns->floorbox_update ();
1098 } 1063 }
1099 1064
1100 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1101 if (check_walk_off 1066 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1120 if (!last) 1085 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 else 1087 else
1123 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1124 1089
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1127 } 1092 }
1128} 1093}
1129 1094
1130/* 1095/*
1139merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1140{ 1105{
1141 if (!op->nrof) 1106 if (!op->nrof)
1142 return 0; 1107 return 0;
1143 1108
1144 if (top == NULL) 1109 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1146 1112
1147 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1148 { 1114 {
1149 if (top == op) 1115 if (top == op)
1150 continue; 1116 continue;
1151 1117
1152 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1202 * Return value: 1168 * Return value:
1203 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1171 * just 'op' otherwise
1206 */ 1172 */
1207
1208object * 1173object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1175{
1211 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1212 sint16 x, y; 1177 sint16 x, y;
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump); 1212 free (dump);
1248 return op; 1213 return op;
1249 } 1214 }
1250 1215
1251 if (op->more != NULL) 1216 if (op->more)
1252 { 1217 {
1253 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1254 1219
1255 object *more = op->more; 1220 object *more = op->more;
1256 1221
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 { 1238 {
1274 if (!op->head) 1239 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1241
1277 return NULL; 1242 return 0;
1278 } 1243 }
1279 } 1244 }
1280 1245
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1247
1430 /* If we have a floor, we know the player, if any, will be above 1395 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1432 */ 1397 */
1433 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1399 if (object *pl = op->ms ().player ())
1400 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1401 pl->contr->ns->floorbox_update ();
1436 1402
1437 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1404 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1405 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1447 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1448 1414
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1451 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1452 /* Don't know if moving this to the end will break anything. However, 1420 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1421 * we want to have floorbox_update called before calling this.
1454 * 1422 *
1455 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1460 1428
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1431 {
1464 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1465 return NULL; 1433 return 0;
1466 1434
1467 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1436 * walk on's.
1469 */ 1437 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1472 return NULL; 1440 return 0;
1473 } 1441 }
1474 1442
1475 return op; 1443 return op;
1476} 1444}
1477 1445
1548 1516
1549object * 1517object *
1550decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1551{ 1519{
1552 object *tmp; 1520 object *tmp;
1553 player *pl;
1554 1521
1555 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1523 return op;
1557 1524
1558 if (i > op->nrof) 1525 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1540 * and then searching the map for a player.
1574 */ 1541 */
1575 if (!tmp) 1542 if (!tmp)
1576 { 1543 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1579 { 1545 {
1580 tmp = pl->ob; 1546 tmp = pl->ob;
1581 break; 1547 break;
1582 } 1548 }
1583 }
1584 1549
1585 if (i < op->nrof) 1550 if (i < op->nrof)
1586 { 1551 {
1587 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1553 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1725 1690
1726 otmp = this->in_player (); 1691 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1694 otmp->update_stats ();
1730 1695
1731 op->map = 0; 1696 op->map = 0;
1732 op->env = this; 1697 op->env = this;
1733 op->above = 0; 1698 op->above = 0;
1734 op->below = 0; 1699 op->below = 0;
1753 { 1718 {
1754 op->below = inv; 1719 op->below = inv;
1755 op->below->above = op; 1720 op->below->above = op;
1756 inv = op; 1721 inv = op;
1757 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1758 1725
1759 return op; 1726 return op;
1760} 1727}
1761 1728
1762/* 1729/*
1952 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1922 * to be unique.
1956 */ 1923 */
1957
1958object * 1924object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1926{
1961 object * 1927 object *tmp;
1962 tmp;
1963 1928
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1931 return tmp;
1968 } 1932
1969 return NULL; 1933 return 0;
1970} 1934}
1971 1935
1972/* 1936/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
1976 */ 1940 */
1977
1978object * 1941object *
1979present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
1980{ 1943{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1945 if (tmp->arch == at)
1986 return tmp; 1946 return tmp;
1947
1987 return NULL; 1948 return NULL;
1988} 1949}
1989 1950
1990/* 1951/*
1991 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1992 */ 1953 */
1993void 1954void
1994flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1995{ 1956{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1957 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1959 {
2002 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2004 } 1962 }
2005} /* 1963}
1964
1965/*
2006 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2007 */ 1967 */
2008void 1968void
2009unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2010{ 1970{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1971 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1973 {
2017 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2019 } 1976 }
2020} 1977}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
2027 */ 1984 */
2028
2029void 1985void
2030set_cheat (object *op) 1986set_cheat (object *op)
2031{ 1987{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 2008 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 2009 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 2010 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 2011 * customized, changed states, etc.
2056 */ 2012 */
2057
2058int 2013int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2015{
2061 int
2062 i,
2063 index = 0, flag; 2016 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2066 2018
2067 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2068 { 2020 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 2022 if (!flag)
2071 altern[index++] = i; 2023 altern [index++] = i;
2072 2024
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2048 */
2097
2098int 2049int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2051{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2054 return i;
2108 } 2055
2109 return -1; 2056 return -1;
2110} 2057}
2111 2058
2112/* 2059/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2063 */
2116static void 2064static void
2117permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2118{ 2066{
2119 int 2067 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2068 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2069
2130 tmp = arr[i]; 2070 while (--end)
2131 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2072}
2135 2073
2136/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2080 */
2143void 2081void
2144get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2145{ 2083{
2146 int 2084 int i;
2147 i;
2148 2085
2149 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2087 search_arr[i] = i;
2152 }
2153 2088
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2092}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2104 * there is capable of.
2170 */ 2105 */
2171
2172int 2106int
2173find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2108{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2178 2110
2179 sint16 nx, ny; 2111 sint16 nx, ny;
2180 object * 2112 object *tmp;
2181 tmp;
2182 maptile * 2113 maptile *mp;
2183 mp;
2184 2114
2185 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2186 2116
2187 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2188 { 2118 {
2205 2135
2206 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2137 max = maxfree[i];
2208 else 2138 else
2209 { 2139 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2211 2143
2212 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2145 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2215 { 2147 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2151 break;
2219 2152
2220 if (tmp) 2153 if (tmp)
2221 return freedir[i]; 2154 return freedir[i];
2222 } 2155 }
2228 2161
2229/* 2162/*
2230 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2164 * distance between the two given objects.
2232 */ 2165 */
2233
2234int 2166int
2235distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2236{ 2168{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2169 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2170}
2242 2171
2243/* 2172/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2173 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2174 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2247 */ 2176 */
2248
2249int 2177int
2250find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2251{ 2179{
2252 int q; 2180 int q;
2253 2181
2292int 2220int
2293absdir (int d) 2221absdir (int d)
2294{ 2222{
2295 while (d < 1) 2223 while (d < 1)
2296 d += 8; 2224 d += 8;
2225
2297 while (d > 8) 2226 while (d > 8)
2298 d -= 8; 2227 d -= 8;
2228
2299 return d; 2229 return d;
2300} 2230}
2301 2231
2302/* 2232/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2305 */ 2235 */
2306 2236
2307int 2237int
2308dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2309{ 2239{
2310 int 2240 int d;
2311 d;
2312 2241
2313 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2314 if (d > 4) 2243 if (d > 4)
2315 d = 8 - d; 2244 d = 8 - d;
2245
2316 return d; 2246 return d;
2317} 2247}
2318 2248
2319/* peterm: 2249/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2256 * functions.
2327 */ 2257 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2485/* Basically, we save the content of the string to a temp file, then call */ 2413/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */ 2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */ 2415/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */ 2416/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2418object *
2492load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2493{ 2420{
2494 object *op; 2421 object *op;
2495 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2525 * returns NULL if no match. 2452 * returns NULL if no match.
2526 */ 2453 */
2527object * 2454object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2456{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2459 return tmp;
2535 2460
2536 return NULL; 2461 return 0;
2537} 2462}
2538 2463
2539/* If ob has a field named key, return the link from the list, 2464/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2465 * otherwise return NULL.
2541 * 2466 *
2543 * do the desired thing. 2468 * do the desired thing.
2544 */ 2469 */
2545key_value * 2470key_value *
2546get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2547{ 2472{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2474 if (link->key == key)
2552 return link; 2475 return link;
2553 2476
2554 return NULL; 2477 return 0;
2555} 2478}
2556 2479
2557/* 2480/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2481 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2482 *
2599 * Returns TRUE on success. 2522 * Returns TRUE on success.
2600 */ 2523 */
2601int 2524int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2526{
2604 key_value *
2605 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2606 2528
2607 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2530 {
2609 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2610 { 2532 {
2638 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2639 2561
2640 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2641 2563
2642 if (!add_key) 2564 if (!add_key)
2643 {
2644 return FALSE; 2565 return FALSE;
2645 } 2566
2646 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2650 * should pass in "" 2571 * should pass in ""

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