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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.83 by root, Mon Dec 25 14:43:22 2006 UTC

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;
487 487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490
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)
495 SET_FLAG (dst, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
694 */ 691 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 692 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 693 return;
697 694
698 /* make sure the object is within map boundaries */ 695 /* 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)) 696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 697 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 699#ifdef MANY_CORES
703 abort (); 700 abort ();
704#endif 701#endif
741 738
742 if (op->more) 739 if (op->more)
743 update_object (op->more, action); 740 update_object (op->more, action);
744} 741}
745 742
746object::vector object::mortals;
747object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
748object *object::first; 744object *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}
761 745
762object::object () 746object::object ()
763{ 747{
764 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
765 749
814 * this function to succeed. 798 * this function to succeed.
815 * 799 *
816 * 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
817 * inventory to the ground. 801 * inventory to the ground.
818 */ 802 */
819void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
820{ 805{
821 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])
822 return; 818 return;
823 819
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
825 remove_friendly_object (this);
826
827 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 remove ();
829
830 SET_FLAG (this, FLAG_FREED);
831
832 if (more)
833 {
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 821
880 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
881 { 823 {
882 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
883 825
895 map = freed_map; 837 map = freed_map;
896 x = 1; 838 x = 1;
897 y = 1; 839 y = 1;
898 } 840 }
899 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
900 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
901 owner = 0; 847 owner = 0;
902 enemy = 0; 848 enemy = 0;
903 attacked_by = 0; 849 attacked_by = 0;
904 850
908 /* Remove object from the active list */ 854 /* Remove object from the active list */
909 speed = 0; 855 speed = 0;
910 update_ob_speed (this); 856 update_ob_speed (this);
911 857
912 unlink (); 858 unlink ();
859}
913 860
914 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 ();
915} 923}
916 924
917/* 925/*
918 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
919 * 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)).
943object::remove () 951object::remove ()
944{ 952{
945 object *tmp, *last = 0; 953 object *tmp, *last = 0;
946 object *otmp; 954 object *otmp;
947 955
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 957 return;
952 958
953 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
954 961
955 if (more) 962 if (more)
956 more->remove (); 963 more->remove ();
957 964
958 /* 965 /*
1029 below = 0; 1036 below = 0;
1030 1037
1031 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1032 return; 1039 return;
1033 1040
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1042
1036 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)
1037 { 1044 {
1038 /* 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
1039 * being removed. 1046 * being removed.
1045 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1046 * appropriately. 1053 * appropriately.
1047 */ 1054 */
1048 if (tmp->container == this) 1055 if (tmp->container == this)
1049 { 1056 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1058 tmp->container = 0;
1052 } 1059 }
1053 1060
1061 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1062 tmp->contr->ns->floorbox_update ();
1055 } 1063 }
1056 1064
1057 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1058 if (check_walk_off 1066 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1077 if (!last) 1085 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else 1087 else
1080 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1081 1089
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1084 } 1092 }
1085} 1093}
1086 1094
1087/* 1095/*
1096merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1097{ 1105{
1098 if (!op->nrof) 1106 if (!op->nrof)
1099 return 0; 1107 return 0;
1100 1108
1101 if (top == NULL) 1109 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1103 1112
1104 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1105 { 1114 {
1106 if (top == op) 1115 if (top == op)
1107 continue; 1116 continue;
1108 1117
1109 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1159 * Return value: 1168 * Return value:
1160 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1171 * just 'op' otherwise
1163 */ 1172 */
1164
1165object * 1173object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1175{
1168 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1177 sint16 x, y;
1203 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);
1204 free (dump); 1212 free (dump);
1205 return op; 1213 return op;
1206 } 1214 }
1207 1215
1208 if (op->more != NULL) 1216 if (op->more)
1209 { 1217 {
1210 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1211 1219
1212 object *more = op->more; 1220 object *more = op->more;
1213 1221
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1238 {
1231 if (!op->head) 1239 if (!op->head)
1232 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");
1233 1241
1234 return NULL; 1242 return 0;
1235 } 1243 }
1236 } 1244 }
1237 1245
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1247
1387 /* 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
1388 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1389 */ 1397 */
1390 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1399 if (object *pl = op->ms ().player ())
1400 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1401 pl->contr->ns->floorbox_update ();
1393 1402
1394 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1404 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1405 1414
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1408 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1409 /* 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,
1410 * we want to have floorbox_update called before calling this. 1421 * we want to have floorbox_update called before calling this.
1411 * 1422 *
1412 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1413 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1417 1428
1418 /* 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 */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1431 {
1421 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1422 return NULL; 1433 return 0;
1423 1434
1424 /* 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
1425 * walk on's. 1436 * walk on's.
1426 */ 1437 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1429 return NULL; 1440 return 0;
1430 } 1441 }
1431 1442
1432 return op; 1443 return op;
1433} 1444}
1434 1445
1505 1516
1506object * 1517object *
1507decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1508{ 1519{
1509 object *tmp; 1520 object *tmp;
1510 player *pl;
1511 1521
1512 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1523 return op;
1514 1524
1515 if (i > op->nrof) 1525 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1540 * and then searching the map for a player.
1531 */ 1541 */
1532 if (!tmp) 1542 if (!tmp)
1533 { 1543 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1536 { 1545 {
1537 tmp = pl->ob; 1546 tmp = pl->ob;
1538 break; 1547 break;
1539 } 1548 }
1540 }
1541 1549
1542 if (i < op->nrof) 1550 if (i < op->nrof)
1543 { 1551 {
1544 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1553 op->nrof -= i;
1710 { 1718 {
1711 op->below = inv; 1719 op->below = inv;
1712 op->below->above = op; 1720 op->below->above = op;
1713 inv = op; 1721 inv = op;
1714 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1715 1725
1716 return op; 1726 return op;
1717} 1727}
1718 1728
1719/* 1729/*
1909 * 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
1910 * 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
1911 * 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
1912 * to be unique. 1922 * to be unique.
1913 */ 1923 */
1914
1915object * 1924object *
1916present_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)
1917{ 1926{
1918 object * 1927 object *tmp;
1919 tmp;
1920 1928
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1931 return tmp;
1925 } 1932
1926 return NULL; 1933 return 0;
1927} 1934}
1928 1935
1929/* 1936/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
1933 */ 1940 */
1934
1935object * 1941object *
1936present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
1937{ 1943{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1945 if (tmp->arch == at)
1943 return tmp; 1946 return tmp;
1947
1944 return NULL; 1948 return NULL;
1945} 1949}
1946 1950
1947/* 1951/*
1948 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1949 */ 1953 */
1950void 1954void
1951flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1952{ 1956{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1957 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1959 {
1959 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
1961 } 1962 }
1962} /* 1963}
1964
1965/*
1963 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
1964 */ 1967 */
1965void 1968void
1966unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
1967{ 1970{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1971 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1973 {
1974 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1976 } 1976 }
1977} 1977}
1980 * 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
1981 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1982 * 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
1983 * 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.
1984 */ 1984 */
1985
1986void 1985void
1987set_cheat (object *op) 1986set_cheat (object *op)
1988{ 1987{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2009 * 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
2010 * 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
2011 * 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
2012 * customized, changed states, etc. 2011 * customized, changed states, etc.
2013 */ 2012 */
2014
2015int 2013int
2016find_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)
2017{ 2015{
2018 int
2019 i,
2020 index = 0, flag; 2016 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2023 2018
2024 for (i = start; i < stop; i++) 2019 for (int i = start; i < stop; i++)
2025 { 2020 {
2026 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]);
2027 if (!flag) 2022 if (!flag)
2028 altern[index++] = i; 2023 altern [index++] = i;
2029 2024
2030 /* 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.
2031 * 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.
2032 * 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 -
2033 * 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
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2051 * 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.
2052 * 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.
2053 */ 2048 */
2054
2055int 2049int
2056find_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)
2057{ 2051{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 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]))
2064 return i; 2054 return i;
2065 } 2055
2066 return -1; 2056 return -1;
2067} 2057}
2068 2058
2069/* 2059/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2063 */
2073static void 2064static void
2074permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2075{ 2066{
2076 int 2067 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2068 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2069
2087 tmp = arr[i]; 2070 while (--end)
2088 arr[i] = arr[j]; 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2072}
2092 2073
2093/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2075 * 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 2076 * 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. 2079 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2080 */
2100void 2081void
2101get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2102{ 2083{
2103 int 2084 int i;
2104 i;
2105 2085
2106 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2087 search_arr[i] = i;
2109 }
2110 2088
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2092}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * 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 2102 * 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 2103 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2104 * there is capable of.
2127 */ 2105 */
2128
2129int 2106int
2130find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2108{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2135 2110
2136 sint16 nx, ny; 2111 sint16 nx, ny;
2137 object * 2112 object *tmp;
2138 tmp;
2139 maptile * 2113 maptile *mp;
2140 mp;
2141 2114
2142 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2143 2116
2144 if (exclude && exclude->head) 2117 if (exclude && exclude->head)
2145 { 2118 {
2162 2135
2163 if (mflags & P_OUT_OF_MAP) 2136 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2137 max = maxfree[i];
2165 else 2138 else
2166 { 2139 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2168 2143
2169 if ((move_type & blocked) == move_type) 2144 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2145 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2146 else if (mflags & P_IS_ALIVE)
2172 { 2147 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2174 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)))
2175 break; 2151 break;
2176 2152
2177 if (tmp) 2153 if (tmp)
2178 return freedir[i]; 2154 return freedir[i];
2179 } 2155 }
2185 2161
2186/* 2162/*
2187 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2164 * distance between the two given objects.
2189 */ 2165 */
2190
2191int 2166int
2192distance (const object *ob1, const object *ob2) 2167distance (const object *ob1, const object *ob2)
2193{ 2168{
2194 int i;
2195
2196 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);
2197 return i;
2198} 2170}
2199 2171
2200/* 2172/*
2201 * 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
2202 * 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
2203 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2204 */ 2176 */
2205
2206int 2177int
2207find_dir_2 (int x, int y) 2178find_dir_2 (int x, int y)
2208{ 2179{
2209 int q; 2180 int q;
2210 2181
2249int 2220int
2250absdir (int d) 2221absdir (int d)
2251{ 2222{
2252 while (d < 1) 2223 while (d < 1)
2253 d += 8; 2224 d += 8;
2225
2254 while (d > 8) 2226 while (d > 8)
2255 d -= 8; 2227 d -= 8;
2228
2256 return d; 2229 return d;
2257} 2230}
2258 2231
2259/* 2232/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2235 */
2263 2236
2264int 2237int
2265dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2266{ 2239{
2267 int 2240 int d;
2268 d;
2269 2241
2270 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2271 if (d > 4) 2243 if (d > 4)
2272 d = 8 - d; 2244 d = 8 - d;
2245
2273 return d; 2246 return d;
2274} 2247}
2275 2248
2276/* peterm: 2249/* peterm:
2277 * 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.
2280 * 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
2281 * 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.
2282 * 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
2283 * functions. 2256 * functions.
2284 */ 2257 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2442/* 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 */
2443/* 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, */
2444/* 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. */
2445/* 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. */
2446/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2418object *
2449load_object_str (const char *obstr) 2419load_object_str (const char *obstr)
2450{ 2420{
2451 object *op; 2421 object *op;
2452 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2482 * returns NULL if no match. 2452 * returns NULL if no match.
2483 */ 2453 */
2484object * 2454object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2456{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2458 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2459 return tmp;
2492 2460
2493 return NULL; 2461 return 0;
2494} 2462}
2495 2463
2496/* 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,
2497 * otherwise return NULL. 2465 * otherwise return NULL.
2498 * 2466 *
2500 * do the desired thing. 2468 * do the desired thing.
2501 */ 2469 */
2502key_value * 2470key_value *
2503get_ob_key_link (const object *ob, const char *key) 2471get_ob_key_link (const object *ob, const char *key)
2504{ 2472{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2473 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2474 if (link->key == key)
2509 return link; 2475 return link;
2510 2476
2511 return NULL; 2477 return 0;
2512} 2478}
2513 2479
2514/* 2480/*
2515 * 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.
2516 * 2482 *
2556 * Returns TRUE on success. 2522 * Returns TRUE on success.
2557 */ 2523 */
2558int 2524int
2559set_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)
2560{ 2526{
2561 key_value *
2562 field = NULL, *last = NULL; 2527 key_value *field = NULL, *last = NULL;
2563 2528
2564 for (field = op->key_values; field != NULL; field = field->next) 2529 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2530 {
2566 if (field->key != canonical_key) 2531 if (field->key != canonical_key)
2567 { 2532 {
2595 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2596 2561
2597 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2598 2563
2599 if (!add_key) 2564 if (!add_key)
2600 {
2601 return FALSE; 2565 return FALSE;
2602 } 2566
2603 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2607 * should pass in "" 2571 * should pass in ""

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