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Comparing deliantra/server/common/object.C (file contents):
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
383{ 364{
384 if (!op) 365 if (!op)
385 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
386 367
387 object_freezer freezer; 368 object_freezer freezer;
388 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
389 return freezer.as_string (); 370 return freezer.as_string ();
390} 371}
391 372
392/* 373/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
486 } 467 }
487 468
488 op->key_values = 0; 469 op->key_values = 0;
489} 470}
490 471
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/* 472/*
534 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
537 * 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,
543{ 482{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546 485
547 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
549
550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552 487
553 if (is_freed) 488 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
555 490
556 if (is_removed) 491 if (is_removed)
587 tail = new_link; 522 tail = new_link;
588 } 523 }
589 } 524 }
590 } 525 }
591 526
592 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
593} 528}
594 529
595object * 530object *
596object::clone () 531object::clone ()
597{ 532{
619 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
622 */ 557 */
623void 558void
624update_ob_speed (object *op) 559object::set_speed (float speed)
625{ 560{
626 extern int arch_init; 561 extern int arch_init;
627 562
628 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated. 564 * since they never really need to be updated.
630 */ 565 */
631 566 if (flag [FLAG_FREED] && speed)
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 567 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 569 speed = 0;
639#endif
640 } 570 }
571
572 this->speed = speed;
641 573
642 if (arch_init) 574 if (arch_init)
643 return; 575 return;
644 576
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
646 { 578 {
647 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
649 return; 581 return;
650 582
651 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
652 * of the list. */ 584 * of the list. */
653 op->active_next = active_objects; 585 active_next = active_objects;
654 586
655 if (op->active_next != NULL) 587 if (active_next)
656 op->active_next->active_prev = op; 588 active_next->active_prev = this;
657 589
658 active_objects = op; 590 active_objects = this;
659 } 591 }
660 else 592 else
661 { 593 {
662 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
664 return; 596 return;
665 597
666 if (op->active_prev == NULL) 598 if (!active_prev)
667 { 599 {
668 active_objects = op->active_next; 600 active_objects = active_next;
669 601
670 if (op->active_next != NULL) 602 if (active_next)
671 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
672 } 604 }
673 else 605 else
674 { 606 {
675 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
676 608
677 if (op->active_next) 609 if (active_next)
678 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
679 } 611 }
680 612
681 op->active_next = NULL; 613 active_next = 0;
682 op->active_prev = NULL; 614 active_prev = 0;
683 } 615 }
684} 616}
685 617
686/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
687 * objects. 619 * objects.
713 op->active_next = NULL; 645 op->active_next = NULL;
714 op->active_prev = NULL; 646 op->active_prev = NULL;
715} 647}
716 648
717/* 649/*
718 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 653 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
725 * 657 *
726 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 659 * current action are:
732 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
737 */ 665 */
738
739void 666void
740update_object (object *op, int action) 667update_object (object *op, int action)
741{ 668{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
744 670
745 if (op == NULL) 671 if (op == NULL)
746 { 672 {
747 /* this should never happen */ 673 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 675 return;
750 } 676 }
751 677
752 if (op->env != NULL) 678 if (op->env)
753 { 679 {
754 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
755 * to do in this case. 681 * to do in this case.
756 */ 682 */
757 return; 683 return;
762 */ 688 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 690 return;
765 691
766 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 694 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 696#ifdef MANY_CORES
771 abort (); 697 abort ();
772#endif 698#endif
773 return; 699 return;
774 } 700 }
775 701
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
783 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
784 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 719 * to have move_allow right now.
808 */ 720 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 723 m.flags_ = P_NEED_UPDATE;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 724 }
815
816 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 727 * that is being removed.
819 */ 728 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
822 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
824 else 733 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 735
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 736 if (op->more)
834 update_object (op->more, action); 737 update_object (op->more, action);
835} 738}
836 739
837object::vector object::mortals;
838object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
839object *object::first; 741object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852 742
853object::object () 743object::object ()
854{ 744{
855 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
856 746
895 object *op = new object; 785 object *op = new object;
896 op->link (); 786 op->link ();
897 return op; 787 return op;
898} 788}
899 789
900/* 790void
901 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 792{
912 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
913 return; 805 return;
914 806
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
916 remove_friendly_object (this);
917
918 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 remove ();
920
921 SET_FLAG (this, FLAG_FREED);
922
923 if (more)
924 {
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928
929 if (inv)
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 808
971 // hack to ensure that freed objects still have a valid map 809 // hack to ensure that freed objects still have a valid map
972 { 810 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 811 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 812
986 map = freed_map; 824 map = freed_map;
987 x = 1; 825 x = 1;
988 y = 1; 826 y = 1;
989 } 827 }
990 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
991 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
992 owner = 0; 834 owner = 0;
993 enemy = 0; 835 enemy = 0;
994 attacked_by = 0; 836 attacked_by = 0;
995 837
996 // only relevant for players(?), but make sure of it anyways 838 // only relevant for players(?), but make sure of it anyways
997 contr = 0; 839 contr = 0;
998 840
999 /* Remove object from the active list */ 841 /* Remove object from the active list */
1000 speed = 0; 842 set_speed (0);
1001 update_ob_speed (this);
1002 843
1003 unlink (); 844 unlink ();
845}
1004 846
1005 mortals.push_back (this); 847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
1006} 909}
1007 910
1008/* 911/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1034object::remove () 937object::remove ()
1035{ 938{
1036 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1037 object *otmp; 940 object *otmp;
1038 941
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 943 return;
1043 944
1044 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1045 947
1046 if (more) 948 if (more)
1047 more->remove (); 949 more->remove ();
1048 950
1049 /* 951 /*
1059 961
1060 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 964 * to save cpu time.
1063 */ 965 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 967 otmp->update_stats ();
1066 968
1067 if (above != NULL) 969 if (above != NULL)
1068 above->below = below; 970 above->below = below;
1069 else 971 else
1070 env->inv = below; 972 env->inv = below;
1089 991
1090 /* link the object above us */ 992 /* link the object above us */
1091 if (above) 993 if (above)
1092 above->below = below; 994 above->below = below;
1093 else 995 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1095 997
1096 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1097 if (below) 999 if (below)
1098 below->above = above; 1000 below->above = above;
1099 else 1001 else
1111 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1113 free (dump); 1015 free (dump);
1114 } 1016 }
1115 1017
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1117 } 1019 }
1118 1020
1119 above = 0; 1021 above = 0;
1120 below = 0; 1022 below = 0;
1121 1023
1122 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1123 return; 1025 return;
1124 1026
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1028
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 { 1030 {
1129 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1130 * being removed. 1032 * being removed.
1136 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1137 * appropriately. 1039 * appropriately.
1138 */ 1040 */
1139 if (tmp->container == this) 1041 if (tmp->container == this)
1140 { 1042 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1142 tmp->container = 0; 1044 tmp->container = 0;
1143 } 1045 }
1144 1046
1145 tmp->contr->socket->update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1146 } 1049 }
1147 1050
1148 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1149 if (check_walk_off 1052 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1164 last = tmp; 1067 last = tmp;
1165 } 1068 }
1166 1069
1167 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1168 if (!last) 1071 if (!last)
1169 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1073 else
1179 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1180 1075
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1183 } 1078 }
1184} 1079}
1185 1080
1186/* 1081/*
1195merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1196{ 1091{
1197 if (!op->nrof) 1092 if (!op->nrof)
1198 return 0; 1093 return 0;
1199 1094
1200 if (top == NULL) 1095 if (top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1202 1098
1203 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1204 { 1100 {
1205 if (top == op) 1101 if (top == op)
1206 continue; 1102 continue;
1207 1103
1208 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1258 * Return value: 1154 * Return value:
1259 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1157 * just 'op' otherwise
1262 */ 1158 */
1263
1264object * 1159object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1161{
1267 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1268 sint16 x, y; 1163 sint16 x, y;
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump); 1198 free (dump);
1304 return op; 1199 return op;
1305 } 1200 }
1306 1201
1307 if (op->more != NULL) 1202 if (op->more)
1308 { 1203 {
1309 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1310 1205
1311 object *more = op->more; 1206 object *more = op->more;
1312 1207
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 { 1224 {
1330 if (!op->head) 1225 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332 1227
1333 return NULL; 1228 return 0;
1334 } 1229 }
1335 } 1230 }
1336 1231
1337 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1233
1372 op->below = originator->below; 1267 op->below = originator->below;
1373 1268
1374 if (op->below) 1269 if (op->below)
1375 op->below->above = op; 1270 op->below->above = op;
1376 else 1271 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1378 1273
1379 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1380 originator->below = op; 1275 originator->below = op;
1381 } 1276 }
1382 else 1277 else
1428 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1325 * stacking is a bit odd.
1431 */ 1326 */
1432 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 { 1329 {
1435 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1332 break;
1438 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1461 1356
1462 if (op->above) 1357 if (op->above)
1463 op->above->below = op; 1358 op->above->below = op;
1464 1359
1465 op->below = NULL; 1360 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1467 } 1362 }
1468 else 1363 else
1469 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1470 op->above = top->above; 1365 op->above = top->above;
1471 1366
1475 op->below = top; 1370 op->below = top;
1476 top->above = op; 1371 top->above = op;
1477 } 1372 }
1478 1373
1479 if (op->above == NULL) 1374 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1482 1377
1483 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1484 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1485 1380
1486 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1488 */ 1383 */
1489 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1491 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1492 tmp->contr->socket->update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1493 1388
1494 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient. 1396 * of effect may be sufficient.
1502 */ 1397 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1505 1400
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1508 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1509 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1511 * 1408 *
1512 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1412 * update_object().
1517 1414
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 { 1417 {
1521 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1522 return NULL; 1419 return 0;
1523 1420
1524 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1422 * walk on's.
1526 */ 1423 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1529 return NULL; 1426 return 0;
1530 } 1427 }
1531 1428
1532 return op; 1429 return op;
1533} 1430}
1534 1431
1535/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1538 */ 1435 */
1539void 1436void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1438{
1542 object * 1439 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1440
1547 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1548 1442
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1608 1502
1609object * 1503object *
1610decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1611{ 1505{
1612 object *tmp; 1506 object *tmp;
1613 player *pl;
1614 1507
1615 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1509 return op;
1617 1510
1618 if (i > op->nrof) 1511 if (i > op->nrof)
1619 i = op->nrof; 1512 i = op->nrof;
1620 1513
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1515 op->nrof -= i;
1623 else if (op->env != NULL) 1516 else if (op->env)
1624 { 1517 {
1625 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1626 * therein? 1519 * therein?
1627 */ 1520 */
1628 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1526 * and then searching the map for a player.
1634 */ 1527 */
1635 if (!tmp) 1528 if (!tmp)
1636 { 1529 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1639 break; 1533 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1534 }
1645 1535
1646 if (i < op->nrof) 1536 if (i < op->nrof)
1647 { 1537 {
1648 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1539 op->nrof -= i;
1650 if (tmp) 1540 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1653 }
1654 } 1542 }
1655 else 1543 else
1656 { 1544 {
1657 op->remove (); 1545 op->remove ();
1658 op->nrof = 0; 1546 op->nrof = 0;
1659 if (tmp) 1547 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1549 }
1664 } 1550 }
1665 else 1551 else
1666 { 1552 {
1667 object *above = op->above; 1553 object *above = op->above;
1673 op->remove (); 1559 op->remove ();
1674 op->nrof = 0; 1560 op->nrof = 0;
1675 } 1561 }
1676 1562
1677 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1680 { 1566 {
1681 if (op->nrof) 1567 if (op->nrof)
1682 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1683 else 1569 else
1688 if (op->nrof) 1574 if (op->nrof)
1689 return op; 1575 return op;
1690 else 1576 else
1691 { 1577 {
1692 op->destroy (); 1578 op->destroy ();
1693 return NULL; 1579 return 0;
1694 } 1580 }
1695} 1581}
1696 1582
1697/* 1583/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1786 add_weight (this, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1787 } 1673 }
1788 else 1674 else
1789 add_weight (this, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1790 1676
1791 otmp = is_player_inv (this); 1677 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1678 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1680 otmp->update_stats ();
1795 1681
1796 op->map = NULL; 1682 op->map = 0;
1797 op->env = this; 1683 op->env = this;
1798 op->above = NULL; 1684 op->above = 0;
1799 op->below = NULL; 1685 op->below = 0;
1800 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1801 1687
1802 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1804 { 1690 {
1805#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1809 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1810 } 1696 }
1811 1697
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function... 1699 * It sure simplifies this function...
1818 { 1704 {
1819 op->below = inv; 1705 op->below = inv;
1820 op->below->above = op; 1706 op->below->above = op;
1821 inv = op; 1707 inv = op;
1822 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1823 1711
1824 return op; 1712 return op;
1825} 1713}
1826 1714
1827/* 1715/*
1879 1767
1880 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1882 */ 1770 */
1883 1771
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1885 { 1773 {
1886 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1776 * we don't need to check all of them.
1889 */ 1777 */
1944/* 1832/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1948 */ 1836 */
1949
1950object * 1837object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1839{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
1957 { 1841 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1843 return NULL;
1960 } 1844 }
1845
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1962 if (tmp->arch == at) 1847 if (tmp->arch == at)
1963 return tmp; 1848 return tmp;
1849
1964 return NULL; 1850 return NULL;
1965} 1851}
1966 1852
1967/* 1853/*
1968 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1971 */ 1857 */
1972
1973object * 1858object *
1974present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1975{ 1860{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1980 { 1862 {
1981 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1864 return NULL;
1983 } 1865 }
1866
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if (tmp->type == type) 1868 if (tmp->type == type)
1986 return tmp; 1869 return tmp;
1870
1987 return NULL; 1871 return NULL;
1988} 1872}
1989 1873
1990/* 1874/*
1991 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1994 */ 1878 */
1995
1996object * 1879object *
1997present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1998{ 1881{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1883 if (tmp->type == type)
2004 return tmp; 1884 return tmp;
1885
2005 return NULL; 1886 return NULL;
2006} 1887}
2007 1888
2008/* 1889/*
2009 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1901 * to be unique.
2021 */ 1902 */
2022
2023object * 1903object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1905{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1908 return tmp;
2033 } 1909
2034 return NULL; 1910 return 0;
2035} 1911}
2036 1912
2037/* 1913/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2041 */ 1917 */
2042
2043object * 1918object *
2044present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2045{ 1920{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1922 if (tmp->arch == at)
2051 return tmp; 1923 return tmp;
1924
2052 return NULL; 1925 return NULL;
2053} 1926}
2054 1927
2055/* 1928/*
2056 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2057 */ 1930 */
2058void 1931void
2059flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2060{ 1933{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1934 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1936 {
2067 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2069 } 1939 }
2070} /* 1940}
1941
1942/*
2071 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2072 */ 1944 */
2073void 1945void
2074unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2075{ 1947{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 1948 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 1950 {
2082 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2084 } 1953 }
2085} 1954}
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2092 */ 1961 */
2093
2094void 1962void
2095set_cheat (object *op) 1963set_cheat (object *op)
2096{ 1964{
2097 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 1988 * customized, changed states, etc.
2121 */ 1989 */
2122
2123int 1990int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 1992{
2126 int
2127 i,
2128 index = 0, flag; 1993 int index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2131 1995
2132 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2133 { 1997 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135 if (!flag) 1999 if (!flag)
2136 altern[index++] = i; 2000 altern [index++] = i;
2137 2001
2138 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2145 */ 2009 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2011 stop = maxfree[i];
2148 } 2012 }
2013
2149 if (!index) 2014 if (!index)
2150 return -1; 2015 return -1;
2016
2151 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2152} 2018}
2153 2019
2154/* 2020/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2025 */
2160
2161int 2026int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2028{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2031 return i;
2171 } 2032
2172 return -1; 2033 return -1;
2173} 2034}
2174 2035
2175/* 2036/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2040 */
2179static void 2041static void
2180permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2181{ 2043{
2182 int 2044 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2045 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2046
2193 tmp = arr[i]; 2047 while (--end)
2194 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2049}
2198 2050
2199/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2057 */
2206void 2058void
2207get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2208{ 2060{
2209 int 2061 int i;
2210 i;
2211 2062
2212 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2064 search_arr[i] = i;
2215 }
2216 2065
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2069}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2081 * there is capable of.
2233 */ 2082 */
2234
2235int 2083int
2236find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2085{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2241 2087
2242 sint16 nx, ny; 2088 sint16 nx, ny;
2243 object * 2089 object *tmp;
2244 tmp;
2245 maptile * 2090 maptile *mp;
2246 mp;
2247 2091
2248 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2249 2093
2250 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2251 { 2095 {
2263 mp = m; 2107 mp = m;
2264 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2266 2110
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2268 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2114 max = maxfree[i];
2271 }
2272 else 2115 else
2273 { 2116 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2275 2120
2276 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2122 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2281 { 2124 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break; 2128 break;
2287 } 2129
2288 }
2289 if (tmp) 2130 if (tmp)
2290 {
2291 return freedir[i]; 2131 return freedir[i];
2292 }
2293 } 2132 }
2294 } 2133 }
2295 } 2134 }
2135
2296 return 0; 2136 return 0;
2297} 2137}
2298 2138
2299/* 2139/*
2300 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2141 * distance between the two given objects.
2302 */ 2142 */
2303
2304int 2143int
2305distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2306{ 2145{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2147}
2313 2148
2314/* 2149/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2318 */ 2153 */
2319
2320int 2154int
2321find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2322{ 2156{
2323 int 2157 int q;
2324 q;
2325 2158
2326 if (y) 2159 if (y)
2327 q = x * 100 / y; 2160 q = x * 100 / y;
2328 else if (x) 2161 else if (x)
2329 q = -300 * x; 2162 q = -300 * x;
2364int 2197int
2365absdir (int d) 2198absdir (int d)
2366{ 2199{
2367 while (d < 1) 2200 while (d < 1)
2368 d += 8; 2201 d += 8;
2202
2369 while (d > 8) 2203 while (d > 8)
2370 d -= 8; 2204 d -= 8;
2205
2371 return d; 2206 return d;
2372} 2207}
2373 2208
2374/* 2209/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2377 */ 2212 */
2378 2213
2379int 2214int
2380dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2381{ 2216{
2382 int 2217 int d;
2383 d;
2384 2218
2385 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2386 if (d > 4) 2220 if (d > 4)
2387 d = 8 - d; 2221 d = 8 - d;
2222
2388 return d; 2223 return d;
2389} 2224}
2390 2225
2391/* peterm: 2226/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2233 * functions.
2399 */ 2234 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2290 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2459 */ 2292 */
2460
2461
2462int 2293int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2295{
2465 sint16 dx, dy; 2296 sint16 dx, dy;
2466 int
2467 mflags; 2297 int mflags;
2468 2298
2469 if (dir < 0) 2299 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2471 2301
2472 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2485 return 0; 2315 return 0;
2486 2316
2487 /* yes, can see. */ 2317 /* yes, can see. */
2488 if (dir < 9) 2318 if (dir < 9)
2489 return 1; 2319 return 1;
2320
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2324}
2493
2494
2495 2325
2496/* 2326/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2343}
2514 2344
2515
2516/* 2345/*
2517 * create clone from object to another 2346 * create clone from object to another
2518 */ 2347 */
2519object * 2348object *
2520object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2539 { 2368 {
2540 dst = tmp; 2369 dst = tmp;
2541 tmp->head = 0; 2370 tmp->head = 0;
2542 } 2371 }
2543 else 2372 else
2544 {
2545 tmp->head = dst; 2373 tmp->head = dst;
2546 }
2547 2374
2548 tmp->more = 0; 2375 tmp->more = 0;
2549 2376
2550 if (prev) 2377 if (prev)
2551 prev->more = tmp; 2378 prev->more = tmp;
2563/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2568
2569object * 2395object *
2570load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2571{ 2397{
2572 object *op; 2398 object *op;
2573 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2603 * returns NULL if no match. 2429 * returns NULL if no match.
2604 */ 2430 */
2605object * 2431object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2433{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2436 return tmp;
2613 2437
2614 return NULL; 2438 return 0;
2615} 2439}
2616 2440
2617/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2442 * otherwise return NULL.
2619 * 2443 *
2621 * do the desired thing. 2445 * do the desired thing.
2622 */ 2446 */
2623key_value * 2447key_value *
2624get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2625{ 2449{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2451 if (link->key == key)
2630 return link; 2452 return link;
2631 2453
2632 return NULL; 2454 return 0;
2633} 2455}
2634 2456
2635/* 2457/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2459 *
2677 * Returns TRUE on success. 2499 * Returns TRUE on success.
2678 */ 2500 */
2679int 2501int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2503{
2682 key_value *
2683 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2684 2505
2685 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2507 {
2687 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2688 { 2509 {
2716 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2717 2538
2718 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2719 2540
2720 if (!add_key) 2541 if (!add_key)
2721 {
2722 return FALSE; 2542 return FALSE;
2723 } 2543
2724 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2728 * should pass in "" 2548 * should pass in ""

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