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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 1.92 by root, Tue Dec 26 17:39:29 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
840 778
841 prev = 0; 779 prev = 0;
842 next = 0; 780 next = 0;
843} 781}
844 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 {
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 }
825 }
826}
827
845object *object::create () 828object *object::create ()
846{ 829{
847 object *op = new object; 830 object *op = new object;
848 op->link (); 831 op->link ();
849 return op; 832 return op;
850} 833}
851 834
852/* 835void
853 * free_object() frees everything allocated by an object, removes 836object::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{ 837{
864 if (QUERY_FLAG (this, FLAG_FREED)) 838 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this);
840
841 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this);
843
844 if (!flag [FLAG_REMOVED])
845 remove ();
846
847 if (flag [FLAG_FREED])
865 return; 848 return;
866 849
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 850 set_speed (0);
868 remove_friendly_object (this);
869 851
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 flag [FLAG_FREED] = 1;
871 remove ();
872 853
873 SET_FLAG (this, FLAG_FREED); 854 attachable::do_destroy ();
874 855
875 if (more) 856 destroy_inv (true);
876 { 857 unlink ();
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 }
922 858
923 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
924 { 860 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 862
938 map = freed_map; 874 map = freed_map;
939 x = 1; 875 x = 1;
940 y = 1; 876 y = 1;
941 } 877 }
942 878
879 head = 0;
880
881 if (more)
882 {
883 more->destroy ();
884 more = 0;
885 }
886
943 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
944 owner = 0; 888 owner = 0;
945 enemy = 0; 889 enemy = 0;
946 attacked_by = 0; 890 attacked_by = 0;
947 891
948 // only relevant for players(?), but make sure of it anyways 892 // only relevant for players(?), but make sure of it anyways
949 contr = 0; 893 contr = 0;
894}
950 895
951 /* Remove object from the active list */ 896void
952 speed = 0; 897object::destroy (bool destroy_inventory)
953 update_ob_speed (this); 898{
899 if (destroyed ())
900 return;
954 901
955 unlink (); 902 if (destroy_inventory)
903 destroy_inv (false);
956 904
957 mortals.push_back (this); 905 attachable::destroy ();
958} 906}
959 907
960/* 908/*
961 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
986object::remove () 934object::remove ()
987{ 935{
988 object *tmp, *last = 0; 936 object *tmp, *last = 0;
989 object *otmp; 937 object *otmp;
990 938
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 939 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 940 return;
995 941
996 SET_FLAG (this, FLAG_REMOVED); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
997 944
998 if (more) 945 if (more)
999 more->remove (); 946 more->remove ();
1000 947
1001 /* 948 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 959 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 961 * to save cpu time.
1015 */ 962 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 964 otmp->update_stats ();
1018 965
1019 if (above != NULL) 966 if (above != NULL)
1020 above->below = below; 967 above->below = below;
1021 else 968 else
1022 env->inv = below; 969 env->inv = below;
1063 dump = dump_object (GET_MAP_OB (map, x, y)); 1010 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump); 1011 LOG (llevError, "%s\n", dump);
1065 free (dump); 1012 free (dump);
1066 } 1013 }
1067 1014
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1015 map->at (x, y).bot = above; /* goes on above it. */
1069 } 1016 }
1070 1017
1071 above = 0; 1018 above = 0;
1072 below = 0; 1019 below = 0;
1073 1020
1074 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1075 return; 1022 return;
1076 1023
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1025
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1080 { 1027 {
1081 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1082 * being removed. 1029 * being removed.
1083 */ 1030 */
1084 1031
1088 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1089 * appropriately. 1036 * appropriately.
1090 */ 1037 */
1091 if (tmp->container == this) 1038 if (tmp->container == this)
1092 { 1039 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1041 tmp->container = 0;
1095 } 1042 }
1096 1043
1044 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1045 tmp->contr->ns->floorbox_update ();
1098 } 1046 }
1099 1047
1100 /* See if player moving off should effect something */ 1048 /* See if player moving off should effect something */
1101 if (check_walk_off 1049 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1050 && ((move_type & tmp->move_off)
1120 if (!last) 1068 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 else 1070 else
1123 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1124 1072
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1074 update_all_los (map, x, y);
1127 } 1075 }
1128} 1076}
1129 1077
1130/* 1078/*
1139merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1140{ 1088{
1141 if (!op->nrof) 1089 if (!op->nrof)
1142 return 0; 1090 return 0;
1143 1091
1144 if (top == NULL) 1092 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1146 1095
1147 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1148 { 1097 {
1149 if (top == op) 1098 if (top == op)
1150 continue; 1099 continue;
1151 1100
1152 if (object::can_merge (op, top)) 1101 if (object::can_merge (op, top))
1202 * Return value: 1151 * Return value:
1203 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1154 * just 'op' otherwise
1206 */ 1155 */
1207
1208object * 1156object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1158{
1211 object *tmp, *top, *floor = NULL; 1159 object *tmp, *top, *floor = NULL;
1212 sint16 x, y; 1160 sint16 x, y;
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump); 1195 free (dump);
1248 return op; 1196 return op;
1249 } 1197 }
1250 1198
1251 if (op->more != NULL) 1199 if (op->more)
1252 { 1200 {
1253 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1254 1202
1255 object *more = op->more; 1203 object *more = op->more;
1256 1204
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 { 1221 {
1274 if (!op->head) 1222 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1224
1277 return NULL; 1225 return 0;
1278 } 1226 }
1279 } 1227 }
1280 1228
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1230
1316 op->below = originator->below; 1264 op->below = originator->below;
1317 1265
1318 if (op->below) 1266 if (op->below)
1319 op->below->above = op; 1267 op->below->above = op;
1320 else 1268 else
1321 op->ms ().bottom = op; 1269 op->ms ().bot = op;
1322 1270
1323 /* since *below* originator, no need to update top */ 1271 /* since *below* originator, no need to update top */
1324 originator->below = op; 1272 originator->below = op;
1325 } 1273 }
1326 else 1274 else
1405 1353
1406 if (op->above) 1354 if (op->above)
1407 op->above->below = op; 1355 op->above->below = op;
1408 1356
1409 op->below = NULL; 1357 op->below = NULL;
1410 op->ms ().bottom = op; 1358 op->ms ().bot = op;
1411 } 1359 }
1412 else 1360 else
1413 { /* get inserted into the stack above top */ 1361 { /* get inserted into the stack above top */
1414 op->above = top->above; 1362 op->above = top->above;
1415 1363
1430 /* If we have a floor, we know the player, if any, will be above 1378 /* 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. 1379 * it, so save a few ticks and start from there.
1432 */ 1380 */
1433 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1382 if (object *pl = op->ms ().player ())
1383 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1384 pl->contr->ns->floorbox_update ();
1436 1385
1437 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1387 * 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 1388 * 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 1389 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1390 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1392 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient. 1393 * of effect may be sufficient.
1445 */ 1394 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1448 1397
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1400
1401 INVOKE_OBJECT (INSERT, op);
1451 1402
1452 /* Don't know if moving this to the end will break anything. However, 1403 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1404 * we want to have floorbox_update called before calling this.
1454 * 1405 *
1455 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1460 1411
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1412 /* 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) 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1414 {
1464 if (check_move_on (op, originator)) 1415 if (check_move_on (op, originator))
1465 return NULL; 1416 return 0;
1466 1417
1467 /* If we are a multi part object, lets work our way through the check 1418 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1419 * walk on's.
1469 */ 1420 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1472 return NULL; 1423 return 0;
1473 } 1424 }
1474 1425
1475 return op; 1426 return op;
1476} 1427}
1477 1428
1548 1499
1549object * 1500object *
1550decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1551{ 1502{
1552 object *tmp; 1503 object *tmp;
1553 player *pl;
1554 1504
1555 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1506 return op;
1557 1507
1558 if (i > op->nrof) 1508 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1523 * and then searching the map for a player.
1574 */ 1524 */
1575 if (!tmp) 1525 if (!tmp)
1576 { 1526 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1579 { 1528 {
1580 tmp = pl->ob; 1529 tmp = pl->ob;
1581 break; 1530 break;
1582 } 1531 }
1583 }
1584 1532
1585 if (i < op->nrof) 1533 if (i < op->nrof)
1586 { 1534 {
1587 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1536 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1725 1673
1726 otmp = this->in_player (); 1674 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1675 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1677 otmp->update_stats ();
1730 1678
1731 op->map = 0; 1679 op->map = 0;
1732 op->env = this; 1680 op->env = this;
1733 op->above = 0; 1681 op->above = 0;
1734 op->below = 0; 1682 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1686 if ((op->glow_radius != 0) && map)
1739 { 1687 {
1740#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1691 if (map->darkness)
1744 update_all_los (map, x, y); 1692 update_all_los (map, x, y);
1745 } 1693 }
1746 1694
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1696 * It sure simplifies this function...
1753 { 1701 {
1754 op->below = inv; 1702 op->below = inv;
1755 op->below->above = op; 1703 op->below->above = op;
1756 inv = op; 1704 inv = op;
1757 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1758 1708
1759 return op; 1709 return op;
1760} 1710}
1761 1711
1762/* 1712/*
1814 1764
1815 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
1817 */ 1767 */
1818 1768
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1820 { 1770 {
1821 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1772 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1773 * we don't need to check all of them.
1824 */ 1774 */
1879/* 1829/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1883 */ 1833 */
1884
1885object * 1834object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1835present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1836{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1837 if (m == NULL || out_of_map (m, x, y))
1892 { 1838 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1840 return NULL;
1895 } 1841 }
1842
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1897 if (tmp->arch == at) 1844 if (tmp->arch == at)
1898 return tmp; 1845 return tmp;
1846
1899 return NULL; 1847 return NULL;
1900} 1848}
1901 1849
1902/* 1850/*
1903 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1906 */ 1854 */
1907
1908object * 1855object *
1909present (unsigned char type, maptile *m, int x, int y) 1856present (unsigned char type, maptile *m, int x, int y)
1910{ 1857{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1858 if (out_of_map (m, x, y))
1915 { 1859 {
1916 LOG (llevError, "Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1861 return NULL;
1918 } 1862 }
1863
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1920 if (tmp->type == type) 1865 if (tmp->type == type)
1921 return tmp; 1866 return tmp;
1867
1922 return NULL; 1868 return NULL;
1923} 1869}
1924 1870
1925/* 1871/*
1926 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1929 */ 1875 */
1930
1931object * 1876object *
1932present_in_ob (unsigned char type, const object *op) 1877present_in_ob (unsigned char type, const object *op)
1933{ 1878{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1880 if (tmp->type == type)
1939 return tmp; 1881 return tmp;
1882
1940 return NULL; 1883 return NULL;
1941} 1884}
1942 1885
1943/* 1886/*
1944 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1895 * 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 1896 * 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 1897 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1898 * to be unique.
1956 */ 1899 */
1957
1958object * 1900object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1901present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1902{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1905 return tmp;
1968 } 1906
1969 return NULL; 1907 return 0;
1970} 1908}
1971 1909
1972/* 1910/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
1976 */ 1914 */
1977
1978object * 1915object *
1979present_arch_in_ob (const archetype *at, const object *op) 1916present_arch_in_ob (const archetype *at, const object *op)
1980{ 1917{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1919 if (tmp->arch == at)
1986 return tmp; 1920 return tmp;
1921
1987 return NULL; 1922 return NULL;
1988} 1923}
1989 1924
1990/* 1925/*
1991 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
1992 */ 1927 */
1993void 1928void
1994flag_inv (object *op, int flag) 1929flag_inv (object *op, int flag)
1995{ 1930{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1931 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1933 {
2002 SET_FLAG (tmp, flag); 1934 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1935 flag_inv (tmp, flag);
2004 } 1936 }
2005} /* 1937}
1938
1939/*
2006 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
2007 */ 1941 */
2008void 1942void
2009unflag_inv (object *op, int flag) 1943unflag_inv (object *op, int flag)
2010{ 1944{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1945 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1947 {
2017 CLEAR_FLAG (tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1949 unflag_inv (tmp, flag);
2019 } 1950 }
2020} 1951}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1956 * 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. 1957 * him/her-self and all object carried by a call to this function.
2027 */ 1958 */
2028
2029void 1959void
2030set_cheat (object *op) 1960set_cheat (object *op)
2031{ 1961{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1982 * 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 1983 * 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 1984 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1985 * customized, changed states, etc.
2056 */ 1986 */
2057
2058int 1987int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 1989{
2061 int
2062 i,
2063 index = 0, flag; 1990 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
2066 1992
2067 for (i = start; i < stop; i++) 1993 for (int i = start; i < stop; i++)
2068 { 1994 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 1996 if (!flag)
2071 altern[index++] = i; 1997 altern [index++] = i;
2072 1998
2073 /* Basically, if we find a wall on a space, we cut down the search size. 1999 /* 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. 2000 * 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 - 2001 * 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 2002 * 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 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2020 * 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. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2022 */
2097
2098int 2023int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2025{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2028 return i;
2108 } 2029
2109 return -1; 2030 return -1;
2110} 2031}
2111 2032
2112/* 2033/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2037 */
2116static void 2038static void
2117permute (int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2118{ 2040{
2119 int 2041 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2042 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2043
2130 tmp = arr[i]; 2044 while (--end)
2131 arr[i] = arr[j]; 2045 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2046}
2135 2047
2136/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2049 * 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 2050 * 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. 2053 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2054 */
2143void 2055void
2144get_search_arr (int *search_arr) 2056get_search_arr (int *search_arr)
2145{ 2057{
2146 int 2058 int i;
2147 i;
2148 2059
2149 for (i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2061 search_arr[i] = i;
2152 }
2153 2062
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2066}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * 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 2076 * 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 2077 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2078 * there is capable of.
2170 */ 2079 */
2171
2172int 2080int
2173find_dir (maptile *m, int x, int y, object *exclude) 2081find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2082{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2178 2084
2179 sint16 nx, ny; 2085 sint16 nx, ny;
2180 object * 2086 object *tmp;
2181 tmp;
2182 maptile * 2087 maptile *mp;
2183 mp;
2184 2088
2185 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2186 2090
2187 if (exclude && exclude->head) 2091 if (exclude && exclude->head)
2188 { 2092 {
2205 2109
2206 if (mflags & P_OUT_OF_MAP) 2110 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2111 max = maxfree[i];
2208 else 2112 else
2209 { 2113 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2211 2117
2212 if ((move_type & blocked) == move_type) 2118 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2119 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2215 { 2121 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2122 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))) 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2125 break;
2219 2126
2220 if (tmp) 2127 if (tmp)
2221 return freedir[i]; 2128 return freedir[i];
2222 } 2129 }
2228 2135
2229/* 2136/*
2230 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2138 * distance between the two given objects.
2232 */ 2139 */
2233
2234int 2140int
2235distance (const object *ob1, const object *ob2) 2141distance (const object *ob1, const object *ob2)
2236{ 2142{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2144}
2242 2145
2243/* 2146/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * 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 2148 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2247 */ 2150 */
2248
2249int 2151int
2250find_dir_2 (int x, int y) 2152find_dir_2 (int x, int y)
2251{ 2153{
2252 int q; 2154 int q;
2253 2155
2292int 2194int
2293absdir (int d) 2195absdir (int d)
2294{ 2196{
2295 while (d < 1) 2197 while (d < 1)
2296 d += 8; 2198 d += 8;
2199
2297 while (d > 8) 2200 while (d > 8)
2298 d -= 8; 2201 d -= 8;
2202
2299 return d; 2203 return d;
2300} 2204}
2301 2205
2302/* 2206/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2305 */ 2209 */
2306 2210
2307int 2211int
2308dirdiff (int dir1, int dir2) 2212dirdiff (int dir1, int dir2)
2309{ 2213{
2310 int 2214 int d;
2311 d;
2312 2215
2313 d = abs (dir1 - dir2); 2216 d = abs (dir1 - dir2);
2314 if (d > 4) 2217 if (d > 4)
2315 d = 8 - d; 2218 d = 8 - d;
2219
2316 return d; 2220 return d;
2317} 2221}
2318 2222
2319/* peterm: 2223/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2224 * 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 2227 * 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. 2228 * 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 2229 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2230 * functions.
2327 */ 2231 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2485/* Basically, we save the content of the string to a temp file, then call */ 2387/* 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, */ 2388/* 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. */ 2389/* 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. */ 2390/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2392object *
2492load_object_str (const char *obstr) 2393load_object_str (const char *obstr)
2493{ 2394{
2494 object *op; 2395 object *op;
2495 char filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2525 * returns NULL if no match. 2426 * returns NULL if no match.
2526 */ 2427 */
2527object * 2428object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2430{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2432 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2433 return tmp;
2535 2434
2536 return NULL; 2435 return 0;
2537} 2436}
2538 2437
2539/* If ob has a field named key, return the link from the list, 2438/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2439 * otherwise return NULL.
2541 * 2440 *
2543 * do the desired thing. 2442 * do the desired thing.
2544 */ 2443 */
2545key_value * 2444key_value *
2546get_ob_key_link (const object *ob, const char *key) 2445get_ob_key_link (const object *ob, const char *key)
2547{ 2446{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2447 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2448 if (link->key == key)
2552 return link; 2449 return link;
2553 2450
2554 return NULL; 2451 return 0;
2555} 2452}
2556 2453
2557/* 2454/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2455 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2456 *
2599 * Returns TRUE on success. 2496 * Returns TRUE on success.
2600 */ 2497 */
2601int 2498int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2500{
2604 key_value *
2605 field = NULL, *last = NULL; 2501 key_value *field = NULL, *last = NULL;
2606 2502
2607 for (field = op->key_values; field != NULL; field = field->next) 2503 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2504 {
2609 if (field->key != canonical_key) 2505 if (field->key != canonical_key)
2610 { 2506 {
2638 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2639 2535
2640 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2641 2537
2642 if (!add_key) 2538 if (!add_key)
2643 {
2644 return FALSE; 2539 return FALSE;
2645 } 2540
2646 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2650 * should pass in "" 2545 * should pass in ""

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