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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 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
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 *(object_pod *)dst = *this;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 487
492 if (is_freed) 488 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
494 490
495 if (is_removed) 491 if (is_removed)
742 738
743 if (op->more) 739 if (op->more)
744 update_object (op->more, action); 740 update_object (op->more, action);
745} 741}
746 742
747object::vector object::mortals;
748object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
749object *object::first; 744object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762 745
763object::object () 746object::object ()
764{ 747{
765 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
766 749
815 * this function to succeed. 798 * this function to succeed.
816 * 799 *
817 * 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
818 * inventory to the ground. 801 * inventory to the ground.
819 */ 802 */
820void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
821{ 805{
822 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])
823 return; 818 return;
824 819
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
826 remove_friendly_object (this);
827
828 if (!QUERY_FLAG (this, FLAG_REMOVED))
829 remove ();
830
831 SET_FLAG (this, FLAG_FREED);
832
833 if (more)
834 {
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838
839 if (inv)
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 821
881 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
882 { 823 {
883 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
884 825
896 map = freed_map; 837 map = freed_map;
897 x = 1; 838 x = 1;
898 y = 1; 839 y = 1;
899 } 840 }
900 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
901 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
902 owner = 0; 847 owner = 0;
903 enemy = 0; 848 enemy = 0;
904 attacked_by = 0; 849 attacked_by = 0;
905 850
909 /* Remove object from the active list */ 854 /* Remove object from the active list */
910 speed = 0; 855 speed = 0;
911 update_ob_speed (this); 856 update_ob_speed (this);
912 857
913 unlink (); 858 unlink ();
859}
914 860
915 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 ();
916} 923}
917 924
918/* 925/*
919 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
920 * 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)).
944object::remove () 951object::remove ()
945{ 952{
946 object *tmp, *last = 0; 953 object *tmp, *last = 0;
947 object *otmp; 954 object *otmp;
948 955
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 957 return;
953 958
954 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
955 961
956 if (more) 962 if (more)
957 more->remove (); 963 more->remove ();
958 964
959 /* 965 /*
1030 below = 0; 1036 below = 0;
1031 1037
1032 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1033 return; 1039 return;
1034 1040
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1042
1037 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)
1038 { 1044 {
1039 /* 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
1040 * being removed. 1046 * being removed.
1046 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1047 * appropriately. 1053 * appropriately.
1048 */ 1054 */
1049 if (tmp->container == this) 1055 if (tmp->container == this)
1050 { 1056 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1058 tmp->container = 0;
1053 } 1059 }
1054 1060
1061 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1062 tmp->contr->ns->floorbox_update ();
1056 } 1063 }
1057 1064
1058 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1059 if (check_walk_off 1066 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1078 if (!last) 1085 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1080 else 1087 else
1081 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1082 1089
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1085 } 1092 }
1086} 1093}
1087 1094
1088/* 1095/*
1097merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1098{ 1105{
1099 if (!op->nrof) 1106 if (!op->nrof)
1100 return 0; 1107 return 0;
1101 1108
1102 if (top == NULL) 1109 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1104 1112
1105 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1106 { 1114 {
1107 if (top == op) 1115 if (top == op)
1108 continue; 1116 continue;
1109 1117
1110 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1160 * Return value: 1168 * Return value:
1161 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1171 * just 'op' otherwise
1164 */ 1172 */
1165
1166object * 1173object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1175{
1169 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1170 sint16 x, y; 1177 sint16 x, y;
1204 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);
1205 free (dump); 1212 free (dump);
1206 return op; 1213 return op;
1207 } 1214 }
1208 1215
1209 if (op->more != NULL) 1216 if (op->more)
1210 { 1217 {
1211 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1212 1219
1213 object *more = op->more; 1220 object *more = op->more;
1214 1221
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 { 1238 {
1232 if (!op->head) 1239 if (!op->head)
1233 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");
1234 1241
1235 return NULL; 1242 return 0;
1236 } 1243 }
1237 } 1244 }
1238 1245
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1247
1388 /* 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
1389 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1390 */ 1397 */
1391 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1399 if (object *pl = op->ms ().player ())
1400 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1401 pl->contr->ns->floorbox_update ();
1394 1402
1395 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1396 * 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
1397 * 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
1398 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1405 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1406 1414
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1409 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1410 /* 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,
1411 * we want to have floorbox_update called before calling this. 1421 * we want to have floorbox_update called before calling this.
1412 * 1422 *
1413 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1414 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1418 1428
1419 /* 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 */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1431 {
1422 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1423 return NULL; 1433 return 0;
1424 1434
1425 /* 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
1426 * walk on's. 1436 * walk on's.
1427 */ 1437 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1430 return NULL; 1440 return 0;
1431 } 1441 }
1432 1442
1433 return op; 1443 return op;
1434} 1444}
1435 1445
1506 1516
1507object * 1517object *
1508decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1509{ 1519{
1510 object *tmp; 1520 object *tmp;
1511 player *pl;
1512 1521
1513 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1523 return op;
1515 1524
1516 if (i > op->nrof) 1525 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1540 * and then searching the map for a player.
1532 */ 1541 */
1533 if (!tmp) 1542 if (!tmp)
1534 { 1543 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1537 { 1545 {
1538 tmp = pl->ob; 1546 tmp = pl->ob;
1539 break; 1547 break;
1540 } 1548 }
1541 }
1542 1549
1543 if (i < op->nrof) 1550 if (i < op->nrof)
1544 { 1551 {
1545 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1553 op->nrof -= i;
1711 { 1718 {
1712 op->below = inv; 1719 op->below = inv;
1713 op->below->above = op; 1720 op->below->above = op;
1714 inv = op; 1721 inv = op;
1715 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1716 1725
1717 return op; 1726 return op;
1718} 1727}
1719 1728
1720/* 1729/*
1910 * 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
1911 * 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
1912 * 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
1913 * to be unique. 1922 * to be unique.
1914 */ 1923 */
1915
1916object * 1924object *
1917present_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)
1918{ 1926{
1919 object * 1927 object *tmp;
1920 tmp;
1921 1928
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1931 return tmp;
1926 } 1932
1927 return NULL; 1933 return 0;
1928} 1934}
1929 1935
1930/* 1936/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
1934 */ 1940 */
1935
1936object * 1941object *
1937present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
1938{ 1943{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1945 if (tmp->arch == at)
1944 return tmp; 1946 return tmp;
1947
1945 return NULL; 1948 return NULL;
1946} 1949}
1947 1950
1948/* 1951/*
1949 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1950 */ 1953 */
1951void 1954void
1952flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1953{ 1956{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1957 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1959 {
1960 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
1962 } 1962 }
1963} /* 1963}
1964
1965/*
1964 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
1965 */ 1967 */
1966void 1968void
1967unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
1968{ 1970{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1971 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1973 {
1975 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1977 } 1976 }
1978} 1977}
1981 * 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
1982 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1983 * 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
1984 * 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.
1985 */ 1984 */
1986
1987void 1985void
1988set_cheat (object *op) 1986set_cheat (object *op)
1989{ 1987{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2010 * 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
2011 * 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
2012 * 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
2013 * customized, changed states, etc. 2011 * customized, changed states, etc.
2014 */ 2012 */
2015
2016int 2013int
2017find_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)
2018{ 2015{
2019 int
2020 i,
2021 index = 0, flag; 2016 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2024 2018
2025 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2026 { 2020 {
2027 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]);
2028 if (!flag) 2022 if (!flag)
2029 altern[index++] = i; 2023 altern [index++] = i;
2030 2024
2031 /* 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.
2032 * 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.
2033 * 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 -
2034 * 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
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2052 * 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.
2053 * 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.
2054 */ 2048 */
2055
2056int 2049int
2057find_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)
2058{ 2051{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 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]))
2065 return i; 2054 return i;
2066 } 2055
2067 return -1; 2056 return -1;
2068} 2057}
2069 2058
2070/* 2059/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2063 */
2074static void 2064static void
2075permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2076{ 2066{
2077 int 2067 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2068 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2069
2088 tmp = arr[i]; 2070 while (--end)
2089 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2072}
2093 2073
2094/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2096 * 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
2099 * 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.
2100 */ 2080 */
2101void 2081void
2102get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2103{ 2083{
2104 int 2084 int i;
2105 i;
2106 2085
2107 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2087 search_arr[i] = i;
2110 }
2111 2088
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2092}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * 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
2126 * 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
2127 * there is capable of. 2104 * there is capable of.
2128 */ 2105 */
2129
2130int 2106int
2131find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2108{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2136 2110
2137 sint16 nx, ny; 2111 sint16 nx, ny;
2138 object * 2112 object *tmp;
2139 tmp;
2140 maptile * 2113 maptile *mp;
2141 mp;
2142 2114
2143 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2144 2116
2145 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2146 { 2118 {
2163 2135
2164 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2137 max = maxfree[i];
2166 else 2138 else
2167 { 2139 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2169 2143
2170 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2145 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2173 { 2147 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2175 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)))
2176 break; 2151 break;
2177 2152
2178 if (tmp) 2153 if (tmp)
2179 return freedir[i]; 2154 return freedir[i];
2180 } 2155 }
2186 2161
2187/* 2162/*
2188 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2164 * distance between the two given objects.
2190 */ 2165 */
2191
2192int 2166int
2193distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2194{ 2168{
2195 int i;
2196
2197 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);
2198 return i;
2199} 2170}
2200 2171
2201/* 2172/*
2202 * 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
2203 * 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
2204 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2205 */ 2176 */
2206
2207int 2177int
2208find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2209{ 2179{
2210 int q; 2180 int q;
2211 2181
2250int 2220int
2251absdir (int d) 2221absdir (int d)
2252{ 2222{
2253 while (d < 1) 2223 while (d < 1)
2254 d += 8; 2224 d += 8;
2225
2255 while (d > 8) 2226 while (d > 8)
2256 d -= 8; 2227 d -= 8;
2228
2257 return d; 2229 return d;
2258} 2230}
2259 2231
2260/* 2232/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2263 */ 2235 */
2264 2236
2265int 2237int
2266dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2267{ 2239{
2268 int 2240 int d;
2269 d;
2270 2241
2271 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2272 if (d > 4) 2243 if (d > 4)
2273 d = 8 - d; 2244 d = 8 - d;
2245
2274 return d; 2246 return d;
2275} 2247}
2276 2248
2277/* peterm: 2249/* peterm:
2278 * 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.
2281 * 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
2282 * 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.
2283 * 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
2284 * functions. 2256 * functions.
2285 */ 2257 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2443/* 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 */
2444/* 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, */
2445/* 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. */
2446/* 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. */
2447/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2448
2449object * 2418object *
2450load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2451{ 2420{
2452 object *op; 2421 object *op;
2453 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2483 * returns NULL if no match. 2452 * returns NULL if no match.
2484 */ 2453 */
2485object * 2454object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2456{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2459 return tmp;
2493 2460
2494 return NULL; 2461 return 0;
2495} 2462}
2496 2463
2497/* 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,
2498 * otherwise return NULL. 2465 * otherwise return NULL.
2499 * 2466 *
2501 * do the desired thing. 2468 * do the desired thing.
2502 */ 2469 */
2503key_value * 2470key_value *
2504get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2505{ 2472{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2474 if (link->key == key)
2510 return link; 2475 return link;
2511 2476
2512 return NULL; 2477 return 0;
2513} 2478}
2514 2479
2515/* 2480/*
2516 * 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.
2517 * 2482 *
2557 * Returns TRUE on success. 2522 * Returns TRUE on success.
2558 */ 2523 */
2559int 2524int
2560set_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)
2561{ 2526{
2562 key_value *
2563 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2564 2528
2565 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2530 {
2567 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2568 { 2532 {
2596 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2597 2561
2598 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2599 2563
2600 if (!add_key) 2564 if (!add_key)
2601 {
2602 return FALSE; 2565 return FALSE;
2603 } 2566
2604 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2608 * should pass in "" 2571 * should pass in ""

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