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Comparing deliantra/server/common/object.C (file contents):
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
467 } 467 }
468 468
469 op->key_values = 0; 469 op->key_values = 0;
470} 470}
471 471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 472/*
515 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 482{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 485
528 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 487
534 if (is_freed) 488 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
536 490
537 if (is_removed) 491 if (is_removed)
568 tail = new_link; 522 tail = new_link;
569 } 523 }
570 } 524 }
571 } 525 }
572 526
573 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
574} 528}
575 529
576object * 530object *
577object::clone () 531object::clone ()
578{ 532{
600 * 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
601 * 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.
602 * 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.
603 */ 557 */
604void 558void
605update_ob_speed (object *op) 559object::set_speed (float speed)
606{ 560{
607 extern int arch_init; 561 extern int arch_init;
608 562
609 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated. 564 * since they never really need to be updated.
611 */ 565 */
612 566 if (flag [FLAG_FREED] && speed)
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 567 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 569 speed = 0;
620#endif
621 } 570 }
571
572 this->speed = speed;
622 573
623 if (arch_init) 574 if (arch_init)
624 return; 575 return;
625 576
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
627 { 578 {
628 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
630 return; 581 return;
631 582
632 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
633 * of the list. */ 584 * of the list. */
634 op->active_next = active_objects; 585 active_next = active_objects;
635 586
636 if (op->active_next != NULL) 587 if (active_next)
637 op->active_next->active_prev = op; 588 active_next->active_prev = this;
638 589
639 active_objects = op; 590 active_objects = this;
640 } 591 }
641 else 592 else
642 { 593 {
643 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
645 return; 596 return;
646 597
647 if (op->active_prev == NULL) 598 if (!active_prev)
648 { 599 {
649 active_objects = op->active_next; 600 active_objects = active_next;
650 601
651 if (op->active_next != NULL) 602 if (active_next)
652 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
653 } 604 }
654 else 605 else
655 { 606 {
656 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
657 608
658 if (op->active_next) 609 if (active_next)
659 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
660 } 611 }
661 612
662 op->active_next = NULL; 613 active_next = 0;
663 op->active_prev = NULL; 614 active_prev = 0;
664 } 615 }
665} 616}
666 617
667/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
668 * objects. 619 * objects.
737 */ 688 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 690 return;
740 691
741 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
742 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)
743 { 694 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 696#ifdef MANY_CORES
746 abort (); 697 abort ();
747#endif 698#endif
784 735
785 if (op->more) 736 if (op->more)
786 update_object (op->more, action); 737 update_object (op->more, action);
787} 738}
788 739
789object::vector object::mortals;
790object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
791object *object::first; 741object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804 742
805object::object () 743object::object ()
806{ 744{
807 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
808 746
847 object *op = new object; 785 object *op = new object;
848 op->link (); 786 op->link ();
849 return op; 787 return op;
850} 788}
851 789
852/* 790void
853 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 792{
864 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])
865 return; 805 return;
866 806
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
868 remove_friendly_object (this);
869
870 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 remove ();
872
873 SET_FLAG (this, FLAG_FREED);
874
875 if (more)
876 {
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 808
923 // hack to ensure that freed objects still have a valid map 809 // hack to ensure that freed objects still have a valid map
924 { 810 {
925 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
926 812
938 map = freed_map; 824 map = freed_map;
939 x = 1; 825 x = 1;
940 y = 1; 826 y = 1;
941 } 827 }
942 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
943 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
944 owner = 0; 834 owner = 0;
945 enemy = 0; 835 enemy = 0;
946 attacked_by = 0; 836 attacked_by = 0;
947 837
948 // only relevant for players(?), but make sure of it anyways 838 // only relevant for players(?), but make sure of it anyways
949 contr = 0; 839 contr = 0;
950 840
951 /* Remove object from the active list */ 841 /* Remove object from the active list */
952 speed = 0; 842 set_speed (0);
953 update_ob_speed (this);
954 843
955 unlink (); 844 unlink ();
845}
956 846
957 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 ();
958} 909}
959 910
960/* 911/*
961 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
962 * 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)).
986object::remove () 937object::remove ()
987{ 938{
988 object *tmp, *last = 0; 939 object *tmp, *last = 0;
989 object *otmp; 940 object *otmp;
990 941
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 943 return;
995 944
996 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
997 947
998 if (more) 948 if (more)
999 more->remove (); 949 more->remove ();
1000 950
1001 /* 951 /*
1012 /* 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
1013 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 964 * to save cpu time.
1015 */ 965 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 967 otmp->update_stats ();
1018 968
1019 if (above != NULL) 969 if (above != NULL)
1020 above->below = below; 970 above->below = below;
1021 else 971 else
1022 env->inv = below; 972 env->inv = below;
1063 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1065 free (dump); 1015 free (dump);
1066 } 1016 }
1067 1017
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1069 } 1019 }
1070 1020
1071 above = 0; 1021 above = 0;
1072 below = 0; 1022 below = 0;
1073 1023
1074 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1075 return; 1025 return;
1076 1026
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1028
1079 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)
1080 { 1030 {
1081 /* 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
1082 * being removed. 1032 * being removed.
1088 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1089 * appropriately. 1039 * appropriately.
1090 */ 1040 */
1091 if (tmp->container == this) 1041 if (tmp->container == this)
1092 { 1042 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1044 tmp->container = 0;
1095 } 1045 }
1096 1046
1047 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1048 tmp->contr->ns->floorbox_update ();
1098 } 1049 }
1099 1050
1100 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1101 if (check_walk_off 1052 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1120 if (!last) 1071 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 else 1073 else
1123 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1124 1075
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1127 } 1078 }
1128} 1079}
1129 1080
1130/* 1081/*
1139merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1140{ 1091{
1141 if (!op->nrof) 1092 if (!op->nrof)
1142 return 0; 1093 return 0;
1143 1094
1144 if (top == NULL) 1095 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1146 1098
1147 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1148 { 1100 {
1149 if (top == op) 1101 if (top == op)
1150 continue; 1102 continue;
1151 1103
1152 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1202 * Return value: 1154 * Return value:
1203 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1157 * just 'op' otherwise
1206 */ 1158 */
1207
1208object * 1159object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1161{
1211 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1212 sint16 x, y; 1163 sint16 x, y;
1246 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);
1247 free (dump); 1198 free (dump);
1248 return op; 1199 return op;
1249 } 1200 }
1250 1201
1251 if (op->more != NULL) 1202 if (op->more)
1252 { 1203 {
1253 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1254 1205
1255 object *more = op->more; 1206 object *more = op->more;
1256 1207
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 { 1224 {
1274 if (!op->head) 1225 if (!op->head)
1275 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");
1276 1227
1277 return NULL; 1228 return 0;
1278 } 1229 }
1279 } 1230 }
1280 1231
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1233
1316 op->below = originator->below; 1267 op->below = originator->below;
1317 1268
1318 if (op->below) 1269 if (op->below)
1319 op->below->above = op; 1270 op->below->above = op;
1320 else 1271 else
1321 op->ms ().bottom = op; 1272 op->ms ().bot = op;
1322 1273
1323 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1324 originator->below = op; 1275 originator->below = op;
1325 } 1276 }
1326 else 1277 else
1405 1356
1406 if (op->above) 1357 if (op->above)
1407 op->above->below = op; 1358 op->above->below = op;
1408 1359
1409 op->below = NULL; 1360 op->below = NULL;
1410 op->ms ().bottom = op; 1361 op->ms ().bot = op;
1411 } 1362 }
1412 else 1363 else
1413 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1414 op->above = top->above; 1365 op->above = top->above;
1415 1366
1430 /* 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
1431 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1432 */ 1383 */
1433 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1385 if (object *pl = op->ms ().player ())
1386 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1387 pl->contr->ns->floorbox_update ();
1436 1388
1437 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1438 * 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
1439 * 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
1440 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1441 * 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 -
1442 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1443 * 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
1444 * of effect may be sufficient. 1396 * of effect may be sufficient.
1445 */ 1397 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1448 1400
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1403
1404 INVOKE_OBJECT (INSERT, op);
1451 1405
1452 /* 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,
1453 * we want to have floorbox_update called before calling this. 1407 * we want to have floorbox_update called before calling this.
1454 * 1408 *
1455 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1460 1414
1461 /* 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 */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1417 {
1464 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1465 return NULL; 1419 return 0;
1466 1420
1467 /* 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
1468 * walk on's. 1422 * walk on's.
1469 */ 1423 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1472 return NULL; 1426 return 0;
1473 } 1427 }
1474 1428
1475 return op; 1429 return op;
1476} 1430}
1477 1431
1548 1502
1549object * 1503object *
1550decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1551{ 1505{
1552 object *tmp; 1506 object *tmp;
1553 player *pl;
1554 1507
1555 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1509 return op;
1557 1510
1558 if (i > op->nrof) 1511 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1526 * and then searching the map for a player.
1574 */ 1527 */
1575 if (!tmp) 1528 if (!tmp)
1576 { 1529 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1579 { 1531 {
1580 tmp = pl->ob; 1532 tmp = pl->ob;
1581 break; 1533 break;
1582 } 1534 }
1583 }
1584 1535
1585 if (i < op->nrof) 1536 if (i < op->nrof)
1586 { 1537 {
1587 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1539 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1725 1676
1726 otmp = this->in_player (); 1677 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1678 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1680 otmp->update_stats ();
1730 1681
1731 op->map = 0; 1682 op->map = 0;
1732 op->env = this; 1683 op->env = this;
1733 op->above = 0; 1684 op->above = 0;
1734 op->below = 0; 1685 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1739 { 1690 {
1740#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1741 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);
1742#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1744 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1745 } 1696 }
1746 1697
1747 /* 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.
1748 * It sure simplifies this function... 1699 * It sure simplifies this function...
1753 { 1704 {
1754 op->below = inv; 1705 op->below = inv;
1755 op->below->above = op; 1706 op->below->above = op;
1756 inv = op; 1707 inv = op;
1757 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1758 1711
1759 return op; 1712 return op;
1760} 1713}
1761 1714
1762/* 1715/*
1814 1767
1815 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1817 */ 1770 */
1818 1771
1819 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)
1820 { 1773 {
1821 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1822 * 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,
1823 * we don't need to check all of them. 1776 * we don't need to check all of them.
1824 */ 1777 */
1879/* 1832/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1883 */ 1836 */
1884
1885object * 1837object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1839{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
1892 { 1841 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1843 return NULL;
1895 } 1844 }
1845
1896 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)
1897 if (tmp->arch == at) 1847 if (tmp->arch == at)
1898 return tmp; 1848 return tmp;
1849
1899 return NULL; 1850 return NULL;
1900} 1851}
1901 1852
1902/* 1853/*
1903 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1906 */ 1857 */
1907
1908object * 1858object *
1909present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1910{ 1860{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1915 { 1862 {
1916 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1864 return NULL;
1918 } 1865 }
1866
1919 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)
1920 if (tmp->type == type) 1868 if (tmp->type == type)
1921 return tmp; 1869 return tmp;
1870
1922 return NULL; 1871 return NULL;
1923} 1872}
1924 1873
1925/* 1874/*
1926 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1929 */ 1878 */
1930
1931object * 1879object *
1932present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1933{ 1881{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1883 if (tmp->type == type)
1939 return tmp; 1884 return tmp;
1885
1940 return NULL; 1886 return NULL;
1941} 1887}
1942 1888
1943/* 1889/*
1944 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
1952 * 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
1953 * 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
1954 * 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
1955 * to be unique. 1901 * to be unique.
1956 */ 1902 */
1957
1958object * 1903object *
1959present_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)
1960{ 1905{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1908 return tmp;
1968 } 1909
1969 return NULL; 1910 return 0;
1970} 1911}
1971 1912
1972/* 1913/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1976 */ 1917 */
1977
1978object * 1918object *
1979present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
1980{ 1920{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1922 if (tmp->arch == at)
1986 return tmp; 1923 return tmp;
1924
1987 return NULL; 1925 return NULL;
1988} 1926}
1989 1927
1990/* 1928/*
1991 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
1992 */ 1930 */
1993void 1931void
1994flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
1995{ 1933{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1934 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1936 {
2002 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2004 } 1939 }
2005} /* 1940}
1941
1942/*
2006 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2007 */ 1944 */
2008void 1945void
2009unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2010{ 1947{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1948 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1950 {
2017 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2019 } 1953 }
2020} 1954}
2023 * 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
2024 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2025 * 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
2026 * 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.
2027 */ 1961 */
2028
2029void 1962void
2030set_cheat (object *op) 1963set_cheat (object *op)
2031{ 1964{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2052 * 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
2053 * 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
2054 * 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
2055 * customized, changed states, etc. 1988 * customized, changed states, etc.
2056 */ 1989 */
2057
2058int 1990int
2059find_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)
2060{ 1992{
2061 int
2062 i,
2063 index = 0, flag; 1993 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2066 1995
2067 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2068 { 1997 {
2069 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]);
2070 if (!flag) 1999 if (!flag)
2071 altern[index++] = i; 2000 altern [index++] = i;
2072 2001
2073 /* 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.
2074 * 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.
2075 * 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 -
2076 * 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
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2094 * 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.
2095 * 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.
2096 */ 2025 */
2097
2098int 2026int
2099find_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)
2100{ 2028{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 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]))
2107 return i; 2031 return i;
2108 } 2032
2109 return -1; 2033 return -1;
2110} 2034}
2111 2035
2112/* 2036/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2040 */
2116static void 2041static void
2117permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2118{ 2043{
2119 int 2044 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2045 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2046
2130 tmp = arr[i]; 2047 while (--end)
2131 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2049}
2135 2050
2136/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2057 */
2143void 2058void
2144get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2145{ 2060{
2146 int 2061 int i;
2147 i;
2148 2062
2149 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2064 search_arr[i] = i;
2152 }
2153 2065
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2069}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2081 * there is capable of.
2170 */ 2082 */
2171
2172int 2083int
2173find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2085{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2178 2087
2179 sint16 nx, ny; 2088 sint16 nx, ny;
2180 object * 2089 object *tmp;
2181 tmp;
2182 maptile * 2090 maptile *mp;
2183 mp;
2184 2091
2185 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2186 2093
2187 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2188 { 2095 {
2205 2112
2206 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2114 max = maxfree[i];
2208 else 2115 else
2209 { 2116 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2211 2120
2212 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2122 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2215 { 2124 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2128 break;
2219 2129
2220 if (tmp) 2130 if (tmp)
2221 return freedir[i]; 2131 return freedir[i];
2222 } 2132 }
2228 2138
2229/* 2139/*
2230 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2141 * distance between the two given objects.
2232 */ 2142 */
2233
2234int 2143int
2235distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2236{ 2145{
2237 int i;
2238
2239 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);
2240 return i;
2241} 2147}
2242 2148
2243/* 2149/*
2244 * 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
2245 * 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
2246 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2247 */ 2153 */
2248
2249int 2154int
2250find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2251{ 2156{
2252 int q; 2157 int q;
2253 2158
2292int 2197int
2293absdir (int d) 2198absdir (int d)
2294{ 2199{
2295 while (d < 1) 2200 while (d < 1)
2296 d += 8; 2201 d += 8;
2202
2297 while (d > 8) 2203 while (d > 8)
2298 d -= 8; 2204 d -= 8;
2205
2299 return d; 2206 return d;
2300} 2207}
2301 2208
2302/* 2209/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2305 */ 2212 */
2306 2213
2307int 2214int
2308dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2309{ 2216{
2310 int 2217 int d;
2311 d;
2312 2218
2313 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2314 if (d > 4) 2220 if (d > 4)
2315 d = 8 - d; 2221 d = 8 - d;
2222
2316 return d; 2223 return d;
2317} 2224}
2318 2225
2319/* peterm: 2226/* peterm:
2320 * 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.
2323 * 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
2324 * 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.
2325 * 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
2326 * functions. 2233 * functions.
2327 */ 2234 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2485/* 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 */
2486/* 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, */
2487/* 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. */
2488/* 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. */
2489/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2395object *
2492load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2493{ 2397{
2494 object *op; 2398 object *op;
2495 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2525 * returns NULL if no match. 2429 * returns NULL if no match.
2526 */ 2430 */
2527object * 2431object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2433{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2436 return tmp;
2535 2437
2536 return NULL; 2438 return 0;
2537} 2439}
2538 2440
2539/* 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,
2540 * otherwise return NULL. 2442 * otherwise return NULL.
2541 * 2443 *
2543 * do the desired thing. 2445 * do the desired thing.
2544 */ 2446 */
2545key_value * 2447key_value *
2546get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2547{ 2449{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2451 if (link->key == key)
2552 return link; 2452 return link;
2553 2453
2554 return NULL; 2454 return 0;
2555} 2455}
2556 2456
2557/* 2457/*
2558 * 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.
2559 * 2459 *
2599 * Returns TRUE on success. 2499 * Returns TRUE on success.
2600 */ 2500 */
2601int 2501int
2602set_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)
2603{ 2503{
2604 key_value *
2605 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2606 2505
2607 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2507 {
2609 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2610 { 2509 {
2638 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2639 2538
2640 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2641 2540
2642 if (!add_key) 2541 if (!add_key)
2643 {
2644 return FALSE; 2542 return FALSE;
2645 } 2543
2646 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2650 * should pass in "" 2548 * should pass in ""

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