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Comparing deliantra/server/common/object.C (file contents):
Revision 1.11 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.11 2006/09/03 00:18:40 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
379void
285void dump_object2(object *op) { 380dump_object2 (object *op)
381{
286errmsg[0] = 0; 382 errmsg[0] = 0;
287return; 383 return;
288 //TODO//D#d# 384 //TODO//D#d#
289#if 0 385#if 0
290 char *cp; 386 char *cp;
387
291/* object *tmp;*/ 388/* object *tmp;*/
292 389
293 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
294 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
296 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
298 strcat(errmsg,cp); 396 strcat (errmsg, cp);
299#if 0 397# if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer. 399 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer. 401 * also overflow the buffer.
304 */ 402 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 404 strcat (errmsg, cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
308 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
309#endif 426#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325} 427}
326 428
327/* 429/*
328 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
329 */ 431 */
330 432
433void
331void dump_object(object *op) { 434dump_object (object *op)
435{
332 if(op==NULL) { 436 if (op == NULL)
437 {
333 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
334 return; 439 return;
335 } 440 }
336 errmsg[0]='\0'; 441 errmsg[0] = '\0';
337 dump_object2(op); 442 dump_object2 (op);
338} 443}
339 444
445void
340void dump_all_objects(void) { 446dump_all_objects (void)
447{
341 object *op; 448 object *op;
449
342 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
343 dump_object(op); 452 dump_object (op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
345 } 454 }
346} 455}
347 456
348/* 457/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
352 */ 461 */
353 462
463object *
354object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
355 object *tmp,*closest; 466 object *tmp, *closest;
356 int last_dist,i; 467 int last_dist, i;
468
357 if(op->more==NULL) 469 if (op->more == NULL)
358 return op; 470 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
362 return closest; 474 return closest;
363} 475}
364 476
365/* 477/*
366 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
367 */ 479 */
368 480
481object *
369object *find_object(tag_t i) { 482find_object (tag_t i)
483{
370 object *op; 484 object *op;
485
371 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
372 if(op->count==i) 487 if (op->count == i)
373 break; 488 break;
374 return op; 489 return op;
375} 490}
376 491
377/* 492/*
378 * Returns the first object which has a name equal to the argument. 493 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 494 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 495 * Enables features like "patch <name-of-other-player> food 999"
381 */ 496 */
382 497
498object *
383object *find_object_name(const char *str) { 499find_object_name (const char *str)
384 const char *name = shstr::find (str); 500{
501 shstr_cmp str_ (str);
385 object *op; 502 object *op;
503
386 for(op=objects;op!=NULL;op=op->next) 504 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 505 if (op->name == str_)
388 break; 506 break;
389 507
390 return op; 508 return op;
391} 509}
392 510
511void
393void free_all_object_data(void) { 512free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 513{
435 if (!op) return; 514 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 515}
443
444
445 516
446/* 517/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 518 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 519 * skill and experience objects.
449 */ 520 */
450void set_owner (object *op, object *owner) 521void
522object::set_owner (object *owner)
451{ 523{
452 if(owner==NULL||op==NULL) 524 if (!owner)
453 return; 525 return;
454 526
455 /* next line added to allow objects which own objects */ 527 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 528 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 529 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 530 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 531 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 532 * didn't match, this check is valid and I believe that cause is valid.
461 */ 533 */
462 while (owner->owner && owner!=owner->owner && 534 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 535 owner = owner->owner;
464 536
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 537 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 538}
518 539
519/* Zero the key_values on op, decrementing the shared-string 540/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 541 * refcounts and freeing the links.
521 */ 542 */
543static void
522static void free_key_values(object * op) 544free_key_values (object *op)
523{ 545{
524 for (key_value *i = op->key_values; i != 0; ) 546 for (key_value *i = op->key_values; i != 0;)
525 { 547 {
526 key_value *next = i->next; 548 key_value *next = i->next;
527 delete i; 549 delete i;
550
528 i = next; 551 i = next;
529 } 552 }
530 553
531 op->key_values = 0; 554 op->key_values = 0;
532} 555}
533 556
534/* 557void object::clear ()
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 558{
541 op->clear (); 559 attachable_base::clear ();
542 560
543 free_key_values (op); 561 free_key_values (this);
544 562
545 /* the memset will clear all these values for us, but we need 563 owner = 0;
546 * to reduce the refcount on them. 564 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 565 name_pl = 0;
550 op->title = 0; 566 title = 0;
551 op->race = 0; 567 race = 0;
552 op->slaying = 0; 568 slaying = 0;
553 op->skill = 0; 569 skill = 0;
554 op->msg = 0; 570 msg = 0;
555 op->lore = 0; 571 lore = 0;
572 custom_name = 0;
556 op->materialname = 0; 573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
557 585
558 memset((void*)op, 0, sizeof (object_special)); 586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 587
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 588 SET_FLAG (this, FLAG_REMOVED);
564 589
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */ 590 /* What is not cleared is next, prev, and count */
578 591
579 op->expmul=1.0; 592 expmul = 1.0;
580 op->face = blank_face; 593 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 594
583 if (settings.casting_time) 595 if (settings.casting_time)
584 op->casting_time = -1; 596 casting_time = -1;
597}
598
599void object::clone (object *destination)
600{
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585} 606}
586 607
587/* 608/*
588 * copy object first frees everything allocated by the second object, 609 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second 610 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any 611 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 612 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 613 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 614 * will point at garbage.
594 */ 615 */
595 616void
596void copy_object(object *op2, object *op) 617copy_object (object *op2, object *op)
597{ 618{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
599 621
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op); 622 op2->clone (op);
606 623
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 624 if (is_freed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 625 SET_FLAG (op, FLAG_FREED);
626 if (is_removed)
627 SET_FLAG (op, FLAG_REMOVED);
609 628
610 if (op2->speed < 0) 629 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
612 631
613 /* Copy over key_values, if any. */ 632 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 633 if (op2->key_values)
634 {
615 key_value *tail = NULL; 635 key_value *tail = 0;
616 key_value *i; 636 key_value *i;
617 637
618 op->key_values = NULL; 638 op->key_values = 0;
619 639
620 for (i = op2->key_values; i != NULL; i = i->next) 640 for (i = op2->key_values; i; i = i->next)
621 { 641 {
622 key_value *new_link = new key_value; 642 key_value *new_link = new key_value;
623 643
624 new_link->next = NULL; 644 new_link->next = 0;
625 new_link->key = i->key; 645 new_link->key = i->key;
626 new_link->value = i->value; 646 new_link->value = i->value;
627 647
628 /* Try and be clever here, too. */ 648 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 649 if (!op->key_values)
630 { 650 {
631 op->key_values = new_link; 651 op->key_values = new_link;
632 tail = new_link; 652 tail = new_link;
633 } 653 }
634 else 654 else
635 { 655 {
636 tail->next = new_link; 656 tail->next = new_link;
637 tail = new_link; 657 tail = new_link;
638 } 658 }
639 } 659 }
640 } 660 }
641 661
642 update_ob_speed (op); 662 update_ob_speed (op);
643}
644
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op;
685
686 if(free_objects==NULL)
687 expand_objects();
688
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op;
720} 663}
721 664
722/* 665/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 667 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
726 */ 669 */
727 670
671void
728void update_turn_face(object *op) { 672update_turn_face (object *op)
673{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 675 return;
731 SET_ANIMATION(op, op->direction); 676 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
733} 678}
734 679
735/* 680/*
736 * Updates the speed of an object. If the speed changes from 0 to another 681 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 682 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
739 */ 684 */
740 685void
741void update_ob_speed(object *op) { 686update_ob_speed (object *op)
687{
742 extern int arch_init; 688 extern int arch_init;
743 689
744 /* No reason putting the archetypes objects on the speed list, 690 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 691 * since they never really need to be updated.
746 */ 692 */
747 693
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 697#ifdef MANY_CORES
751 abort(); 698 abort ();
752#else 699#else
753 op->speed = 0; 700 op->speed = 0;
754#endif 701#endif
755 } 702 }
703
756 if (arch_init) { 704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 {
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
757 return; 711 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 712
764 /* process_events() expects us to insert the object at the beginning 713 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 714 * of the list. */
766 op->active_next = active_objects; 715 op->active_next = active_objects;
716
767 if (op->active_next!=NULL) 717 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 718 op->active_next->active_prev = op;
719
769 active_objects = op; 720 active_objects = op;
721 }
722 else
770 } 723 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 724 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 725 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 726 return;
775 727
776 if (op->active_prev==NULL) { 728 if (op->active_prev == NULL)
729 {
777 active_objects = op->active_next; 730 active_objects = op->active_next;
731
778 if (op->active_next!=NULL) 732 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 733 op->active_next->active_prev = NULL;
734 }
735 else
780 } 736 {
781 else {
782 op->active_prev->active_next = op->active_next; 737 op->active_prev->active_next = op->active_next;
738
783 if (op->active_next) 739 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 740 op->active_next->active_prev = op->active_prev;
785 } 741 }
742
786 op->active_next = NULL; 743 op->active_next = NULL;
787 op->active_prev = NULL; 744 op->active_prev = NULL;
788 } 745 }
789} 746}
790 747
791/* This function removes object 'op' from the list of active 748/* This function removes object 'op' from the list of active
792 * objects. 749 * objects.
794 * reference maps where you don't want an object that isn't 751 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 752 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 753 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 754 * will do the right thing based on the speed of the object.
798 */ 755 */
756void
799void remove_from_active_list(object *op) 757remove_from_active_list (object *op)
800{ 758{
801 /* If not on the active list, nothing needs to be done */ 759 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 760 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 761 return;
804 762
805 if (op->active_prev==NULL) { 763 if (op->active_prev == NULL)
764 {
806 active_objects = op->active_next; 765 active_objects = op->active_next;
807 if (op->active_next!=NULL) 766 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 767 op->active_next->active_prev = NULL;
768 }
769 else
809 } 770 {
810 else {
811 op->active_prev->active_next = op->active_next; 771 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 772 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 773 op->active_next->active_prev = op->active_prev;
814 } 774 }
815 op->active_next = NULL; 775 op->active_next = NULL;
816 op->active_prev = NULL; 776 op->active_prev = NULL;
817} 777}
818 778
819/* 779/*
820 * update_object() updates the array which represents the map. 780 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 781 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 796 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 797 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 798 * UP_OBJ_FACE: only the objects face has changed.
839 */ 799 */
840 800
801void
841void update_object(object *op, int action) { 802update_object (object *op, int action)
803{
842 int update_now=0, flags; 804 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 805 MoveType move_on, move_off, move_block, move_slow;
844 806
845 if (op == NULL) { 807 if (op == NULL)
808 {
846 /* this should never happen */ 809 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 810 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 811 return;
849 }
850 812 }
813
851 if(op->env!=NULL) { 814 if (op->env != NULL)
815 {
852 /* Animation is currently handled by client, so nothing 816 /* Animation is currently handled by client, so nothing
853 * to do in this case. 817 * to do in this case.
854 */ 818 */
855 return; 819 return;
856 } 820 }
857 821
858 /* If the map is saving, don't do anything as everything is 822 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 823 * going to get freed anyways.
860 */ 824 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 825 if (!op->map || op->map->in_memory == MAP_SAVING)
862 826 return;
827
863 /* make sure the object is within map boundaries */ 828 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 830 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 831 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 832#ifdef MANY_CORES
868 abort(); 833 abort ();
869#endif 834#endif
870 return; 835 return;
871 }
872 836 }
837
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 838 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 844
880 if (action == UP_OBJ_INSERT) { 845 if (action == UP_OBJ_INSERT)
846 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 848 update_now = 1;
883 849
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 851 update_now = 1;
886 852
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 854 update_now = 1;
889 855
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 857 update_now = 1;
892 858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
893 if ((move_on | op->move_on) != move_on) update_now=1; 862 if ((move_on | op->move_on) != move_on)
863 update_now = 1;
864
894 if ((move_off | op->move_off) != move_off) update_now=1; 865 if ((move_off | op->move_off) != move_off)
866 update_now = 1;
867
895 /* This isn't perfect, but I don't expect a lot of objects to 868 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 869 * to have move_allow right now.
897 */ 870 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 871 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 872 update_now = 1;
873
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
901 } 876 }
902 /* if the object is being removed, we can't make intelligent 877 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 878 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 879 * that is being removed.
905 */ 880 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 882 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 883 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 884 /* Nothing to do for that case */ ;
910 }
911 else { 885 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 886 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 887
915 if (update_now) { 888 if (update_now)
889 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y); 891 update_position (op->map, op->x, op->y);
918 } 892 }
919 893
920 if(op->more!=NULL) 894 if (op->more != NULL)
921 update_object(op->more, action); 895 update_object (op->more, action);
922} 896}
923 897
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921
922object::object ()
923{
924 SET_FLAG (this, FLAG_REMOVED);
925
926 expmul = 1.0;
927 face = blank_face;
928}
929
930object::~object ()
931{
932 free_key_values (this);
933}
934
935void object::link ()
936{
937 count = ++ob_count;
938 uuid = gen_uuid ();
939
940 prev = 0;
941 next = object::first;
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947}
948
949void object::unlink ()
950{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == object::first)
955 object::first = next;
956
957 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next;
959 if (next) next->prev = prev;
960
961 prev = 0;
962 next = 0;
963}
964
965object *object::create ()
966{
967 object *op = new object;
968 op->link ();
969 return op;
970}
924 971
925/* 972/*
926 * free_object() frees everything allocated by an object, removes 973 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 974 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object. 975 * free objects. The IS_FREED() flag is set in the object.
930 * this function to succeed. 977 * this function to succeed.
931 * 978 *
932 * If free_inventory is set, free inventory as well. Else drop items in 979 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 980 * inventory to the ground.
934 */ 981 */
935 982void object::free (bool free_inventory)
936void free_object(object *ob) { 983{
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 984 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 985 return;
986
987 if (QUERY_FLAG (this, FLAG_FRIENDLY))
988 remove_friendly_object (this);
989
990 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
959 } 996 {
960 if(ob->more!=NULL) { 997 more->free (free_inventory);
961 free_object2(ob->more, free_inventory); 998 more = 0;
962 ob->more=NULL; 999 }
1000
1001 if (inv)
963 } 1002 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 1003 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 1004 * if some form of movement is allowed, let objects
967 * drop on that space. 1005 * drop on that space.
968 */ 1006 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1008 {
1009 object *op = inv;
1010
1011 while (op)
971 { 1012 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 1013 object *tmp = op->below;
975 remove_ob(op);
976 free_object2(op, free_inventory); 1014 op->free (free_inventory);
977 op=tmp; 1015 op = tmp;
978 } 1016 }
979 } 1017 }
1018 else
980 else { /* Put objects in inventory onto this space */ 1019 { /* Put objects in inventory onto this space */
981 op=ob->inv; 1020 object *op = inv;
1021
982 while(op!=NULL) { 1022 while (op)
1023 {
983 tmp=op->below; 1024 object *tmp = op->below;
1025
984 remove_ob(op); 1026 remove_ob (op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1027
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object(op); 1030 free_object (op);
988 else { 1031 else
1032 {
989 op->x=ob->x; 1033 op->x = x;
990 op->y=ob->y; 1034 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 1036 }
1037
993 op=tmp; 1038 op = tmp;
994 } 1039 }
995 } 1040 }
996 } 1041 }
1042
1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047
997 /* Remove object from the active list */ 1048 /* Remove object from the active list */
998 ob->speed = 0; 1049 speed = 0;
999 update_ob_speed(ob); 1050 update_ob_speed (this);
1000 1051
1001 SET_FLAG(ob, FLAG_FREED); 1052 unlink ();
1002 ob->count = 0;
1003 1053
1004 /* Remove this object from the list of used objects */ 1054 mortals.push_back (this);
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037}
1038
1039/*
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{
1045 int i=0;
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i;
1050}
1051
1052/*
1053 * count_used() returns the number of objects on the list of used objects.
1054 */
1055
1056int count_used()
1057{
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064
1065/*
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 1055}
1077 1056
1078/* 1057/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 1058 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 1059 * weight of an object (and what is carried by it's environment(s)).
1081 */ 1060 */
1082 1061
1062void
1083void sub_weight (object *op, signed long weight) { 1063sub_weight (object *op, signed long weight)
1064{
1084 while (op != NULL) { 1065 while (op != NULL)
1066 {
1085 if (op->type == CONTAINER) { 1067 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1068 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1069
1088 op->carrying-=weight; 1070 op->carrying -= weight;
1089 op = op->env; 1071 op = op->env;
1090 } 1072 }
1091} 1073}
1092 1074
1093/* remove_ob(op): 1075/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1076 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 1077 * which it is currently tied to. When this function is done, the
1097 * environment, the x and y coordinates will be updated to 1079 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1080 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1081 * Beware: This function is called from the editor as well!
1100 */ 1082 */
1101 1083
1084void
1102void remove_ob(object *op) { 1085remove_ob (object *op)
1086{
1103 object *tmp,*last=NULL; 1087 object *tmp, *last = 0;
1104 object *otmp; 1088 object *otmp;
1089
1105 tag_t tag; 1090 tag_t tag;
1106 int check_walk_off; 1091 int check_walk_off;
1107 mapstruct *m; 1092 mapstruct *m;
1093
1108 sint16 x,y; 1094 sint16 x, y;
1109
1110 1095
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1112 dump_object(op); 1097 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1098
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 1099 SET_FLAG (op, FLAG_REMOVED);
1131 1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1132 /* 1104 /*
1133 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1134 * inventory. 1106 * inventory.
1135 */ 1107 */
1136 if(op->env!=NULL) { 1108 if (op->env != NULL)
1109 {
1137 if(op->nrof) 1110 if (op->nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1111 sub_weight (op->env, op->weight * op->nrof);
1139 else 1112 else
1140 sub_weight(op->env, op->weight+op->carrying); 1113 sub_weight (op->env, op->weight + op->carrying);
1141 1114
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1115 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1116 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1117 * to save cpu time.
1145 */ 1118 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp); 1120 fix_player (otmp);
1149 1121
1150 if(op->above!=NULL) 1122 if (op->above != NULL)
1151 op->above->below=op->below; 1123 op->above->below = op->below;
1152 else 1124 else
1153 op->env->inv=op->below; 1125 op->env->inv = op->below;
1154 1126
1155 if(op->below!=NULL) 1127 if (op->below != NULL)
1156 op->below->above=op->above; 1128 op->below->above = op->above;
1157 1129
1158 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1161 */ 1133 */
1162 op->x=op->env->x,op->y=op->env->y; 1134 op->x = op->env->x, op->y = op->env->y;
1163 op->ox=op->x,op->oy=op->y;
1164 op->map=op->env->map; 1135 op->map = op->env->map;
1165 op->above=NULL,op->below=NULL; 1136 op->above = NULL, op->below = NULL;
1166 op->env=NULL; 1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1167 return; 1195 return;
1168 }
1169 1196
1170 /* If we get here, we are removing it from a map */
1171 if (op->map == NULL) return;
1172
1173 x = op->x;
1174 y = op->y;
1175 m = get_map_from_coord(op->map, &x, &y);
1176
1177 if (!m) {
1178 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1179 op->map->path, op->x, op->y);
1180 /* in old days, we used to set x and y to 0 and continue.
1181 * it seems if we get into this case, something is probablye
1182 * screwed up and should be fixed.
1183 */
1184 abort();
1185 }
1186 if (op->map != m) {
1187 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1188 op->map->path, m->path, op->x, op->y, x, y);
1189 }
1190
1191 /* Re did the following section of code - it looks like it had
1192 * lots of logic for things we no longer care about
1193 */
1194
1195 /* link the object above us */
1196 if (op->above)
1197 op->above->below=op->below;
1198 else
1199 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1200
1201 /* Relink the object below us, if there is one */
1202 if(op->below) {
1203 op->below->above=op->above;
1204 } else {
1205 /* Nothing below, which means we need to relink map object for this space
1206 * use translated coordinates in case some oddness with map tiling is
1207 * evident
1208 */
1209 if(GET_MAP_OB(m,x,y)!=op) {
1210 dump_object(op);
1211 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1212 dump_object(GET_MAP_OB(m,x,y));
1213 LOG(llevError,"%s\n",errmsg);
1214 }
1215 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1216 }
1217 op->above=NULL;
1218 op->below=NULL;
1219
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count; 1197 tag = op->count;
1224 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1201 {
1226 /* No point updating the players look faces if he is the object 1202 /* No point updating the players look faces if he is the object
1227 * being removed. 1203 * being removed.
1228 */ 1204 */
1229 1205
1230 if(tmp->type==PLAYER && tmp!=op) { 1206 if (tmp->type == PLAYER && tmp != op)
1207 {
1231 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1233 * appropriately. 1210 * appropriately.
1234 */ 1211 */
1235 if (tmp->container==op) { 1212 if (tmp->container == op)
1213 {
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1214 CLEAR_FLAG (op, FLAG_APPLIED);
1237 tmp->container=NULL; 1215 tmp->container = NULL;
1216 }
1217
1218 tmp->contr->socket.update_look = 1;
1238 } 1219 }
1239 tmp->contr->socket.update_look=1; 1220
1240 }
1241 /* See if player moving off should effect something */ 1221 /* See if player moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 {
1244
1245 move_apply(tmp, op, NULL); 1224 move_apply (tmp, op, NULL);
1225
1246 if (was_destroyed (op, tag)) { 1226 if (was_destroyed (op, tag))
1227 {
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1248 "leaving object\n", &tmp->name, &tmp->arch->name); 1229 }
1249 } 1230 }
1250 }
1251 1231
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253 1233
1254 if(tmp->above == tmp) 1234 if (tmp->above == tmp)
1255 tmp->above = NULL; 1235 tmp->above = NULL;
1236
1256 last=tmp; 1237 last = tmp;
1257 } 1238 }
1239
1258 /* last == NULL of there are no objects on this space */ 1240 /* last == NULL of there are no objects on this space */
1259 if (last==NULL) { 1241 if (last == NULL)
1242 {
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1262 * those out anyways, and if there are any flags set right now, they won't 1245 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways. 1246 * be correct anyways.
1264 */ 1247 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y); 1249 update_position (op->map, op->x, op->y);
1267 } 1250 }
1268 else 1251 else
1269 update_object(last, UP_OBJ_REMOVE); 1252 update_object (last, UP_OBJ_REMOVE);
1270 1253
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1272 update_all_los(op->map, op->x, op->y); 1255 update_all_los (op->map, op->x, op->y);
1273 1256 }
1274} 1257}
1275 1258
1276/* 1259/*
1277 * merge_ob(op,top): 1260 * merge_ob(op,top):
1278 * 1261 *
1279 * This function goes through all objects below and including top, and 1262 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1263 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1264 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1265 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1266 */
1284 1267object *
1285object *merge_ob(object *op, object *top) { 1268merge_ob (object *op, object *top)
1269{
1286 if(!op->nrof) 1270 if (!op->nrof)
1287 return 0; 1271 return 0;
1272
1288 if(top==NULL) 1273 if (top == NULL)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1274 for (top = op; top != NULL && top->above != NULL; top = top->above);
1275
1290 for(;top!=NULL;top=top->below) { 1276 for (; top != NULL; top = top->below)
1277 {
1291 if(top==op) 1278 if (top == op)
1292 continue; 1279 continue;
1293 if (CAN_MERGE(op,top)) 1280 if (CAN_MERGE (op, top))
1294 { 1281 {
1295 top->nrof+=op->nrof; 1282 top->nrof += op->nrof;
1283
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1285 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1286 remove_ob (op);
1299 free_object(op); 1287 free_object (op);
1300 return top; 1288 return top;
1301 } 1289 }
1302 } 1290 }
1291
1303 return NULL; 1292 return 0;
1304} 1293}
1305 1294
1306/* 1295/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters 1297 * job preparing multi-part monsters
1309 */ 1298 */
1299object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1301{
1311 object* tmp; 1302 object *tmp;
1303
1312 if (op->head) 1304 if (op->head)
1313 op=op->head; 1305 op = op->head;
1306
1314 for (tmp=op;tmp;tmp=tmp->more){ 1307 for (tmp = op; tmp; tmp = tmp->more)
1308 {
1315 tmp->x=x+tmp->arch->clone.x; 1309 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1310 tmp->y = y + tmp->arch->clone.y;
1317 } 1311 }
1312
1318 return insert_ob_in_map (op, m, originator, flag); 1313 return insert_ob_in_map (op, m, originator, flag);
1319} 1314}
1320 1315
1321/* 1316/*
1322 * insert_ob_in_map (op, map, originator, flag): 1317 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1318 * This function inserts the object in the two-way linked list
1337 * new object if 'op' was merged with other object 1332 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1333 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1334 * just 'op' otherwise
1340 */ 1335 */
1341 1336
1337object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1343{ 1339{
1344 object *tmp, *top, *floor=NULL; 1340 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1341 sint16 x, y;
1346 1342
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1343 if (QUERY_FLAG (op, FLAG_FREED))
1344 {
1348 LOG (llevError, "Trying to insert freed object!\n"); 1345 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL;
1347 }
1348
1349 if (m == NULL)
1350 {
1351 dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353 return op;
1354 }
1355
1356 if (out_of_map (m, op->x, op->y))
1357 {
1358 dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted.
1364 */
1365 abort ();
1366#endif
1367 return op;
1368 }
1369
1370 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 {
1372 dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374 return op;
1375 }
1376
1377 if (op->more != NULL)
1378 {
1379 /* The part may be on a different map. */
1380
1381 object *more = op->more;
1382
1383 /* We really need the caller to normalize coordinates - if
1384 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it.
1387 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map)
1391 {
1392 /* For backwards compatibility - when not dealing with tiled maps,
1393 * more->map should always point to the parent.
1394 */
1395 more->map = m;
1396 }
1397
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 {
1400 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402
1403 return NULL;
1404 }
1405 }
1406
1407 CLEAR_FLAG (op, FLAG_REMOVED);
1408
1409 /* Ideally, the caller figures this out. However, it complicates a lot
1410 * of areas of callers (eg, anything that uses find_free_spot would now
1411 * need extra work
1412 */
1413 op->map = get_map_from_coord (m, &op->x, &op->y);
1414 x = op->x;
1415 y = op->y;
1416
1417 /* this has to be done after we translate the coordinates.
1418 */
1419 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp))
1422 {
1423 op->nrof += tmp->nrof;
1424 remove_ob (tmp);
1425 free_object (tmp);
1426 }
1427
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430
1431 if (!QUERY_FLAG (op, FLAG_ALIVE))
1432 CLEAR_FLAG (op, FLAG_NO_STEAL);
1433
1434 if (flag & INS_BELOW_ORIGINATOR)
1435 {
1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort ();
1440 }
1441
1442 op->above = originator;
1443 op->below = originator->below;
1444
1445 if (op->below)
1446 op->below->above = op;
1447 else
1448 SET_MAP_OB (op->map, op->x, op->y, op);
1449
1450 /* since *below* originator, no need to update top */
1451 originator->below = op;
1452 }
1453 else
1454 {
1455 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1457 {
1458 object *last = NULL;
1459
1460 /*
1461 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if
1464 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1465 * floor, we want to insert above that and no further.
1466 * Also, if there are spell objects on this space, we stop processing
1467 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects.
1471 */
1472
1473 while (top != NULL)
1474 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476 floor = top;
1477
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1479 {
1480 /* We insert above top, so we want this object below this */
1481 top = top->below;
1482 break;
1483 }
1484
1485 last = top;
1486 top = top->above;
1487 }
1488
1489 /* Don't want top to be NULL, so set it to the last valid object */
1490 top = last;
1491
1492 /* We let update_position deal with figuring out what the space
1493 * looks like instead of lots of conditions here.
1494 * makes things faster, and effectively the same result.
1495 */
1496
1497 /* Have object 'fall below' other objects that block view.
1498 * Unless those objects are exits, type 66
1499 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd.
1502 */
1503 if (!(flag & INS_ON_TOP) &&
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505 {
1506 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break;
1509 /* Check to see if we found the object that blocks view,
1510 * and make sure we have a below pointer for it so that
1511 * we can get inserted below this one, which requires we
1512 * set top to the object below us.
1513 */
1514 if (last && last->below && last != floor)
1515 top = last->below;
1516 }
1517 } /* If objects on this space */
1518
1519 if (flag & INS_MAP_LOAD)
1520 top = GET_MAP_TOP (op->map, op->x, op->y);
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor;
1524
1525 /* Top is the object that our object (op) is going to get inserted above.
1526 */
1527
1528 /* First object on this space */
1529 if (!top)
1530 {
1531 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532
1533 if (op->above)
1534 op->above->below = op;
1535
1536 op->below = NULL;
1537 SET_MAP_OB (op->map, op->x, op->y, op);
1538 }
1539 else
1540 { /* get inserted into the stack above top */
1541 op->above = top->above;
1542
1543 if (op->above)
1544 op->above->below = op;
1545
1546 op->below = top;
1547 top->above = op;
1548 }
1549
1550 if (op->above == NULL)
1551 SET_MAP_TOP (op->map, op->x, op->y, op);
1552 } /* else not INS_BELOW_ORIGINATOR */
1553
1554 if (op->type == PLAYER)
1555 op->contr->do_los = 1;
1556
1557 /* If we have a floor, we know the player, if any, will be above
1558 * it, so save a few ticks and start from there.
1559 */
1560 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 tmp->contr->socket.update_look = 1;
1564
1565 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area
1572 * of effect may be sufficient.
1573 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y);
1576
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT);
1579
1580 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this.
1582 *
1583 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object().
1587 */
1588
1589 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 {
1592 if (check_move_on (op, originator))
1349 return NULL; 1593 return NULL;
1350 }
1351 if(m==NULL) {
1352 dump_object(op);
1353 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1354 return op;
1355 }
1356 if(out_of_map(m,op->x,op->y)) {
1357 dump_object(op);
1358 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1359#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort();
1365#endif
1366 return op;
1367 }
1368 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1369 dump_object(op);
1370 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1371 return op;
1372 }
1373 if(op->more!=NULL) {
1374 /* The part may be on a different map. */
1375 1594
1376 object *more = op->more;
1377
1378 /* We really need the caller to normalize coordinates - if
1379 * we set the map, that doesn't work if the location is within
1380 * a map and this is straddling an edge. So only if coordinate
1381 * is clear wrong do we normalize it.
1382 */
1383 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1384 /* Debugging information so you can see the last coordinates this object had */
1385 more->ox = more->x;
1386 more->oy = more->y;
1387 more->map = get_map_from_coord(m, &more->x, &more->y);
1388 } else if (!more->map) {
1389 /* For backwards compatibility - when not dealing with tiled maps,
1390 * more->map should always point to the parent.
1391 */
1392 more->map = m;
1393 }
1394
1395 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1396 if ( ! op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398 return NULL;
1399 }
1400 }
1401 CLEAR_FLAG(op,FLAG_REMOVED);
1402
1403 /* Debugging information so you can see the last coordinates this object had */
1404 op->ox=op->x;
1405 op->oy=op->y;
1406
1407 /* Ideally, the caller figures this out. However, it complicates a lot
1408 * of areas of callers (eg, anything that uses find_free_spot would now
1409 * need extra work
1410 */
1411 op->map=get_map_from_coord(m, &op->x, &op->y);
1412 x = op->x;
1413 y = op->y;
1414
1415 /* this has to be done after we translate the coordinates.
1416 */
1417 if(op->nrof && !(flag & INS_NO_MERGE)) {
1418 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1419 if (CAN_MERGE(op,tmp)) {
1420 op->nrof+=tmp->nrof;
1421 remove_ob(tmp);
1422 free_object(tmp);
1423 }
1424 }
1425
1426 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1427 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1428 if (!QUERY_FLAG(op, FLAG_ALIVE))
1429 CLEAR_FLAG(op, FLAG_NO_STEAL);
1430
1431 if (flag & INS_BELOW_ORIGINATOR) {
1432 if (originator->map != op->map || originator->x != op->x ||
1433 originator->y != op->y) {
1434 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort();
1436 }
1437 op->above = originator;
1438 op->below = originator->below;
1439 if (op->below) op->below->above = op;
1440 else SET_MAP_OB(op->map, op->x, op->y, op);
1441 /* since *below* originator, no need to update top */
1442 originator->below = op;
1443 } else {
1444 /* If there are other objects, then */
1445 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1446 object *last=NULL;
1447 /*
1448 * If there are multiple objects on this space, we do some trickier handling.
1449 * We've already dealt with merging if appropriate.
1450 * Generally, we want to put the new object on top. But if
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1452 * floor, we want to insert above that and no further.
1453 * Also, if there are spell objects on this space, we stop processing
1454 * once we get to them. This reduces the need to traverse over all of
1455 * them when adding another one - this saves quite a bit of cpu time
1456 * when lots of spells are cast in one area. Currently, it is presumed
1457 * that flying non pickable objects are spell objects.
1458 */
1459
1460 while (top != NULL) {
1461 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1462 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1463 if (QUERY_FLAG(top, FLAG_NO_PICK)
1464 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1465 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1466 {
1467 /* We insert above top, so we want this object below this */
1468 top=top->below;
1469 break;
1470 }
1471 last = top;
1472 top = top->above;
1473 }
1474 /* Don't want top to be NULL, so set it to the last valid object */
1475 top = last;
1476
1477 /* We let update_position deal with figuring out what the space
1478 * looks like instead of lots of conditions here.
1479 * makes things faster, and effectively the same result.
1480 */
1481
1482 /* Have object 'fall below' other objects that block view.
1483 * Unless those objects are exits, type 66
1484 * If INS_ON_TOP is used, don't do this processing
1485 * Need to find the object that in fact blocks view, otherwise
1486 * stacking is a bit odd.
1487 */
1488 if (!(flag & INS_ON_TOP) &&
1489 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1490 (op->face && !op->face->visibility)) {
1491 for (last=top; last != floor; last=last->below)
1492 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1493 /* Check to see if we found the object that blocks view,
1494 * and make sure we have a below pointer for it so that
1495 * we can get inserted below this one, which requires we
1496 * set top to the object below us.
1497 */
1498 if (last && last->below && last != floor) top=last->below;
1499 }
1500 } /* If objects on this space */
1501 if (flag & INS_MAP_LOAD)
1502 top = GET_MAP_TOP(op->map,op->x,op->y);
1503 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1504
1505 /* Top is the object that our object (op) is going to get inserted above.
1506 */
1507
1508 /* First object on this space */
1509 if (!top) {
1510 op->above = GET_MAP_OB(op->map, op->x, op->y);
1511 if (op->above) op->above->below = op;
1512 op->below = NULL;
1513 SET_MAP_OB(op->map, op->x, op->y, op);
1514 } else { /* get inserted into the stack above top */
1515 op->above = top->above;
1516 if (op->above) op->above->below = op;
1517 op->below = top;
1518 top->above = op;
1519 }
1520 if (op->above==NULL)
1521 SET_MAP_TOP(op->map,op->x, op->y, op);
1522 } /* else not INS_BELOW_ORIGINATOR */
1523
1524 if(op->type==PLAYER)
1525 op->contr->do_los=1;
1526
1527 /* If we have a floor, we know the player, if any, will be above
1528 * it, so save a few ticks and start from there.
1529 */
1530 if (!(flag & INS_MAP_LOAD))
1531 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1532 if (tmp->type == PLAYER)
1533 tmp->contr->socket.update_look=1;
1534 }
1535
1536 /* If this object glows, it may affect lighting conditions that are
1537 * visible to others on this map. But update_all_los is really
1538 * an inefficient way to do this, as it means los for all players
1539 * on the map will get recalculated. The players could very well
1540 * be far away from this change and not affected in any way -
1541 * this should get redone to only look for players within range,
1542 * or just updating the P_NEED_UPDATE for spaces within this area
1543 * of effect may be sufficient.
1544 */
1545 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1546 update_all_los(op->map, op->x, op->y);
1547
1548
1549 /* updates flags (blocked, alive, no magic, etc) for this map space */
1550 update_object(op,UP_OBJ_INSERT);
1551
1552
1553 /* Don't know if moving this to the end will break anything. However,
1554 * we want to have update_look set above before calling this.
1555 *
1556 * check_move_on() must be after this because code called from
1557 * check_move_on() depends on correct map flags (so functions like
1558 * blocked() and wall() work properly), and these flags are updated by
1559 * update_object().
1560 */
1561
1562 /* if this is not the head or flag has been passed, don't check walk on status */
1563
1564 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1565 if (check_move_on(op, originator))
1566 return NULL;
1567
1568 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1596 * walk on's.
1570 */ 1597 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator))
1573 return NULL; 1600 return NULL;
1574 } 1601 }
1602
1575 return op; 1603 return op;
1576} 1604}
1577 1605
1578/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1579 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1580 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1581 */ 1609 */
1610void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1611replace_insert_ob_in_map (const char *arch_string, object *op)
1612{
1583 object *tmp; 1613 object *
1584 object *tmp1; 1614 tmp;
1615 object *
1616 tmp1;
1585 1617
1586 /* first search for itself and remove any old instances */ 1618 /* first search for itself and remove any old instances */
1587 1619
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 {
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 {
1590 remove_ob(tmp); 1624 remove_ob (tmp);
1591 free_object(tmp); 1625 free_object (tmp);
1592 } 1626 }
1593 } 1627 }
1594 1628
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1629 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1630
1597 1631 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1632 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1633 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1634}
1601 1635
1602/* 1636/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1637 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1604 * is returned contains nr objects, and the remaining parts contains 1638 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0). 1639 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the 1640 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1641 * global static errmsg array.
1608 */ 1642 */
1609 1643
1644object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1645get_split_ob (object *orig_ob, uint32 nr)
1611 object *newob; 1646{
1647 object *
1648 newob;
1649 int
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1651
1614 if(orig_ob->nrof<nr) { 1652 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1653 {
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1655 return NULL;
1618 } 1656 }
1657
1619 newob = object_create_clone(orig_ob); 1658 newob = object_create_clone (orig_ob);
1659
1620 if((orig_ob->nrof-=nr)<1) { 1660 if ((orig_ob->nrof -= nr) < 1)
1661 {
1621 if ( ! is_removed) 1662 if (!is_removed)
1622 remove_ob(orig_ob); 1663 remove_ob (orig_ob);
1623 free_object2(orig_ob, 1); 1664 free_object2 (orig_ob, 1);
1624 } 1665 }
1625 else if ( ! is_removed) { 1666 else if (!is_removed)
1667 {
1626 if(orig_ob->env!=NULL) 1668 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1669 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1671 {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1672 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1630 LOG(llevDebug,
1631 "Error, Tried to split object whose map is not in memory.\n"); 1673 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL; 1674 return NULL;
1633 } 1675 }
1634 } 1676 }
1677
1635 newob->nrof=nr; 1678 newob->nrof = nr;
1636 1679
1637 return newob; 1680 return newob;
1638} 1681}
1639 1682
1640/* 1683/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1684 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1685 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1686 * is subsequently removed and freed.
1644 * 1687 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1688 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1689 */
1647 1690
1691object *
1648object *decrease_ob_nr (object *op, uint32 i) 1692decrease_ob_nr (object *op, uint32 i)
1649{ 1693{
1650 object *tmp; 1694 object *tmp;
1651 player *pl; 1695 player *pl;
1652 1696
1653 if (i == 0) /* objects with op->nrof require this check */ 1697 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1698 return op;
1655 1699
1656 if (i > op->nrof) 1700 if (i > op->nrof)
1657 i = op->nrof; 1701 i = op->nrof;
1658 1702
1659 if (QUERY_FLAG (op, FLAG_REMOVED)) 1703 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i;
1705 else if (op->env != NULL)
1706 {
1707 /* is this object in the players inventory, or sub container
1708 * therein?
1709 */
1710 tmp = is_player_inv (op->env);
1711 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player.
1716 */
1717 if (!tmp)
1718 {
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env)
1721 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 }
1727
1728 if (i < op->nrof)
1729 {
1730 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i;
1732 if (tmp)
1733 {
1734 esrv_send_item (tmp, op);
1735 }
1736 }
1737 else
1738 {
1739 remove_ob (op);
1740 op->nrof = 0;
1741 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count);
1744 }
1745 }
1660 { 1746 }
1747 else
1748 {
1749 object *above = op->above;
1750
1751 if (i < op->nrof)
1661 op->nrof -= i; 1752 op->nrof -= i;
1662 } 1753 else
1663 else if (op->env != NULL)
1664 {
1665 /* is this object in the players inventory, or sub container
1666 * therein?
1667 */
1668 tmp = is_player_inv (op->env);
1669 /* nope. Is this a container the player has opened?
1670 * If so, set tmp to that player.
1671 * IMO, searching through all the players will mostly
1672 * likely be quicker than following op->env to the map,
1673 * and then searching the map for a player.
1674 */
1675 if (!tmp) {
1676 for (pl=first_player; pl; pl=pl->next)
1677 if (pl->ob->container == op->env) break;
1678 if (pl) tmp=pl->ob;
1679 else tmp=NULL;
1680 } 1754 {
1681
1682 if (i < op->nrof) {
1683 sub_weight (op->env, op->weight * i);
1684 op->nrof -= i;
1685 if (tmp) {
1686 esrv_send_item(tmp, op);
1687 }
1688 } else {
1689 remove_ob (op); 1755 remove_ob (op);
1690 op->nrof = 0; 1756 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 } 1757 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699 1758
1700 if (i < op->nrof) {
1701 op->nrof -= i;
1702 } else {
1703 remove_ob (op);
1704 op->nrof = 0;
1705 }
1706 /* Since we just removed op, op->above is null */ 1759 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1760 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1761 if (tmp->type == PLAYER)
1762 {
1709 if (op->nrof) 1763 if (op->nrof)
1710 esrv_send_item(tmp, op); 1764 esrv_send_item (tmp, op);
1711 else 1765 else
1712 esrv_del_item(tmp->contr, op->count); 1766 esrv_del_item (tmp->contr, op->count);
1713 } 1767 }
1714 } 1768 }
1715 1769
1716 if (op->nrof) { 1770 if (op->nrof)
1717 return op; 1771 return op;
1718 } else { 1772 else
1773 {
1719 free_object (op); 1774 free_object (op);
1720 return NULL; 1775 return NULL;
1721 } 1776 }
1722} 1777}
1723 1778
1724/* 1779/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1780 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1781 * and also updates how much the environment(s) is/are carrying.
1727 */ 1782 */
1728 1783
1784void
1729void add_weight (object *op, signed long weight) { 1785add_weight (object *op, signed long weight)
1786{
1730 while (op!=NULL) { 1787 while (op != NULL)
1788 {
1731 if (op->type == CONTAINER) { 1789 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1790 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1791
1734 op->carrying+=weight; 1792 op->carrying += weight;
1735 op=op->env; 1793 op = op->env;
1736 } 1794 }
1737} 1795}
1738 1796
1739/* 1797/*
1740 * insert_ob_in_ob(op,environment): 1798 * insert_ob_in_ob(op,environment):
1741 * This function inserts the object op in the linked list 1799 * This function inserts the object op in the linked list
1748 * 1806 *
1749 * The function returns now pointer to inserted item, and return value can 1807 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1808 * be != op, if items are merged. -Tero
1751 */ 1809 */
1752 1810
1811object *
1753object *insert_ob_in_ob(object *op,object *where) { 1812insert_ob_in_ob (object *op, object *where)
1754 object *tmp, *otmp; 1813{
1814 object *
1815 tmp, *
1816 otmp;
1755 1817
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1818 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 {
1757 dump_object(op); 1820 dump_object (op);
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1759 return op; 1822 return op;
1760 } 1823 }
1824
1761 if(where==NULL) { 1825 if (where == NULL)
1826 {
1762 dump_object(op); 1827 dump_object (op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1764 return op; 1829 return op;
1765 } 1830 }
1831
1766 if (where->head) { 1832 if (where->head)
1767 LOG(llevDebug, 1833 {
1768 "Warning: Tried to insert object wrong part of multipart object.\n"); 1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head; 1835 where = where->head;
1770 } 1836 }
1837
1771 if (op->more) { 1838 if (op->more)
1839 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1841 return op;
1775 } 1842 }
1843
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1845 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1846 if (op->nrof)
1847 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1849 if (CAN_MERGE (tmp, op))
1850 {
1781 /* return the original object and remove inserted object 1851 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1852 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1853 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1854 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1855 * tmp->nrof, we need to increase the weight.
1786 */ 1856 */
1787 add_weight (where, op->weight*op->nrof); 1857 add_weight (where, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1858 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1859 free_object (op); /* free the inserted object */
1790 op = tmp; 1860 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1861 remove_ob (op); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1862 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1863 break;
1794 } 1864 }
1795 1865
1796 /* I assume combined objects have no inventory 1866 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1867 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1868 * (if it was possible to merge). calling remove_ob will subtract
1799 * the weight, so we need to add it in again, since we actually do 1869 * the weight, so we need to add it in again, since we actually do
1800 * the linking below 1870 * the linking below
1801 */ 1871 */
1802 add_weight (where, op->weight*op->nrof); 1872 add_weight (where, op->weight * op->nrof);
1873 }
1803 } else 1874 else
1804 add_weight (where, (op->weight+op->carrying)); 1875 add_weight (where, (op->weight + op->carrying));
1805 1876
1806 otmp=is_player_inv(where); 1877 otmp = is_player_inv (where);
1807 if (otmp&&otmp->contr!=NULL) { 1878 if (otmp && otmp->contr != NULL)
1879 {
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1881 fix_player (otmp);
1810 } 1882 }
1811 1883
1812 op->map=NULL; 1884 op->map = NULL;
1813 op->env=where; 1885 op->env = where;
1814 op->above=NULL; 1886 op->above = NULL;
1815 op->below=NULL; 1887 op->below = NULL;
1816 op->x=0,op->y=0; 1888 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1889
1819 /* reset the light list and los of the players on the map */ 1890 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1891 if ((op->glow_radius != 0) && where->map)
1821 { 1892 {
1822#ifdef DEBUG_LIGHTS 1893#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1895#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map))
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1897 update_all_los (where->map, where->x, where->y);
1827 } 1898 }
1828 1899
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1900 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function... 1901 * It sure simplifies this function...
1831 */ 1902 */
1832 if (where->inv==NULL) 1903 if (where->inv == NULL)
1833 where->inv=op; 1904 where->inv = op;
1834 else { 1905 else
1906 {
1835 op->below = where->inv; 1907 op->below = where->inv;
1836 op->below->above = op; 1908 op->below->above = op;
1837 where->inv = op; 1909 where->inv = op;
1838 } 1910 }
1839 return op; 1911 return op;
1840} 1912}
1841 1913
1842/* 1914/*
1843 * Checks if any objects has a move_type that matches objects 1915 * Checks if any objects has a move_type that matches objects
1858 * MSW 2001-07-08: Check all objects on space, not just those below 1930 * MSW 2001-07-08: Check all objects on space, not just those below
1859 * object being inserted. insert_ob_in_map may not put new objects 1931 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1932 * on top.
1861 */ 1933 */
1862 1934
1935int
1863int check_move_on (object *op, object *originator) 1936check_move_on (object *op, object *originator)
1864{ 1937{
1865 object *tmp; 1938 object *
1866 tag_t tag; 1939 tmp;
1867 mapstruct *m=op->map; 1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1868 int x=op->x, y=op->y; 1945 x = op->x, y = op->y;
1869 MoveType move_on, move_slow, move_block;
1870 1946
1947 MoveType
1948 move_on,
1949 move_slow,
1950 move_block;
1951
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1952 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1953 return 0;
1873 1954
1874 tag = op->count; 1955 tag = op->count;
1875 1956
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1877 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1878 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1960
1880 /* if nothing on this space will slow op down or be applied, 1961 /* if nothing on this space will slow op down or be applied,
1881 * no need to do checking below. have to make sure move_type 1962 * no need to do checking below. have to make sure move_type
1882 * is set, as lots of objects don't have it set - we treat that 1963 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1964 * as walking.
1884 */ 1965 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1966 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1967 return 0;
1887 1968
1888 /* This is basically inverse logic of that below - basically, 1969 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1970 * if the object can avoid the move on or slow move, they do so,
1890 * but can't do it if the alternate movement they are using is 1971 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1972 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1973 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1974 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1894 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1975 return 0;
1895 1976
1896 /* The objects have to be checked from top to bottom. 1977 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1978 * Hence, we first go to the top:
1898 */ 1979 */
1899 1980
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1901 tmp->above!=NULL; tmp=tmp->above) { 1982 {
1902 /* Trim the search when we find the first other spell effect 1983 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1984 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1985 * we don't need to check all of them.
1905 */ 1986 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1987 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1988 break;
1989 }
1990
1991 for (; tmp; tmp = tmp->below)
1907 } 1992 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1993 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1994 continue; /* Can't apply yourself */
1910 1995
1911 /* Check to see if one of the movement types should be slowed down. 1996 /* Check to see if one of the movement types should be slowed down.
1912 * Second check makes sure that the movement types not being slowed 1997 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1998 * (~slow_move) is not blocked on this space - just because the
1914 * space doesn't slow down swimming (for example), if you can't actually 1999 * space doesn't slow down swimming (for example), if you can't actually
1915 * swim on that space, can't use it to avoid the penalty. 2000 * swim on that space, can't use it to avoid the penalty.
1916 */ 2001 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2002 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2003 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2004 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1919 ((op->move_type & tmp->move_slow) &&
1920 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2005 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006 {
1921 2007
1922 float diff; 2008 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 2009 diff = tmp->move_slow_penalty * FABS (op->speed);
2010
1925 if (op->type == PLAYER) { 2011 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2012 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1927 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2013 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 2014 diff /= 4.0;
1929 } 2015
1930 }
1931 op->speed_left -= diff; 2016 op->speed_left -= diff;
1932 } 2017 }
1933 } 2018 }
1934 2019
1935 /* Basically same logic as above, except now for actual apply. */ 2020 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1937 ((op->move_type & tmp->move_on) &&
1938 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 2023 {
1940 move_apply(tmp, op, originator); 2024 move_apply (tmp, op, originator);
2025
1941 if (was_destroyed (op, tag)) 2026 if (was_destroyed (op, tag))
1942 return 1; 2027 return 1;
1943 2028
1944 /* what the person/creature stepped onto has moved the object 2029 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 2030 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 2031 * have a feeling strange problems would result.
1947 */ 2032 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 2033 if (op->map != m || op->x != x || op->y != y)
2034 return 0;
1949 } 2035 }
1950 } 2036 }
2037
1951 return 0; 2038 return 0;
1952} 2039}
1953 2040
1954/* 2041/*
1955 * present_arch(arch, map, x, y) searches for any objects with 2042 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 2043 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 2044 * The first matching object is returned, or NULL if none.
1958 */ 2045 */
1959 2046
2047object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2048present_arch (const archetype *at, mapstruct *m, int x, int y)
2049{
1961 object *tmp; 2050 object *
2051 tmp;
2052
1962 if(m==NULL || out_of_map(m,x,y)) { 2053 if (m == NULL || out_of_map (m, x, y))
2054 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 2055 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 2056 return NULL;
1965 } 2057 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1967 if(tmp->arch == at) 2059 if (tmp->arch == at)
1968 return tmp; 2060 return tmp;
1969 return NULL; 2061 return NULL;
1970} 2062}
1971 2063
1972/* 2064/*
1973 * present(type, map, x, y) searches for any objects with 2065 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 2066 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 2067 * The first matching object is returned, or NULL if none.
1976 */ 2068 */
1977 2069
2070object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 2071present (unsigned char type, mapstruct *m, int x, int y)
2072{
1979 object *tmp; 2073 object *
2074 tmp;
2075
1980 if(out_of_map(m,x,y)) { 2076 if (out_of_map (m, x, y))
2077 {
1981 LOG(llevError,"Present called outside map.\n"); 2078 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 2079 return NULL;
1983 } 2080 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if(tmp->type==type) 2082 if (tmp->type == type)
1986 return tmp; 2083 return tmp;
1987 return NULL; 2084 return NULL;
1988} 2085}
1989 2086
1990/* 2087/*
1991 * present_in_ob(type, object) searches for any objects with 2088 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 2089 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 2090 * The first matching object is returned, or NULL if none.
1994 */ 2091 */
1995 2092
2093object *
1996object *present_in_ob(unsigned char type, const object *op) { 2094present_in_ob (unsigned char type, const object *op)
2095{
1997 object *tmp; 2096 object *
2097 tmp;
2098
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 2100 if (tmp->type == type)
2000 return tmp; 2101 return tmp;
2001 return NULL; 2102 return NULL;
2002} 2103}
2003 2104
2004/* 2105/*
2014 * the object name, not the archetype name. this is so that the 2115 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 2116 * spell code can use one object type (force), but change it's name
2016 * to be unique. 2117 * to be unique.
2017 */ 2118 */
2018 2119
2120object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 2121present_in_ob_by_name (int type, const char *str, const object *op)
2122{
2020 object *tmp; 2123 object *
2124 tmp;
2021 2125
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 {
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 2129 return tmp;
2025 } 2130 }
2026 return NULL; 2131 return NULL;
2027} 2132}
2028 2133
2029/* 2134/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 2135 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 2136 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 2137 * The first matching object is returned, or NULL if none.
2033 */ 2138 */
2034 2139
2140object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 2141present_arch_in_ob (const archetype *at, const object *op)
2142{
2036 object *tmp; 2143 object *
2144 tmp;
2145
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 2147 if (tmp->arch == at)
2039 return tmp; 2148 return tmp;
2040 return NULL; 2149 return NULL;
2041} 2150}
2042 2151
2043/* 2152/*
2044 * activate recursively a flag on an object inventory 2153 * activate recursively a flag on an object inventory
2045 */ 2154 */
2155void
2046void flag_inv(object*op, int flag){ 2156flag_inv (object *op, int flag)
2157{
2047 object *tmp; 2158 object *
2159 tmp;
2160
2048 if(op->inv) 2161 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 {
2050 SET_FLAG(tmp, flag); 2164 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 2165 flag_inv (tmp, flag);
2052 } 2166 }
2053}/* 2167} /*
2054 * desactivate recursively a flag on an object inventory 2168 * desactivate recursively a flag on an object inventory
2055 */ 2169 */
2170void
2056void unflag_inv(object*op, int flag){ 2171unflag_inv (object *op, int flag)
2172{
2057 object *tmp; 2173 object *
2174 tmp;
2175
2058 if(op->inv) 2176 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 {
2060 CLEAR_FLAG(tmp, flag); 2179 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 2180 unflag_inv (tmp, flag);
2062 } 2181 }
2063} 2182}
2064 2183
2065/* 2184/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively). 2186 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for 2187 * If checksums are used, a player will get set_cheat called for
2069 * him/her-self and all object carried by a call to this function. 2188 * him/her-self and all object carried by a call to this function.
2070 */ 2189 */
2071 2190
2191void
2072void set_cheat(object *op) { 2192set_cheat (object *op)
2193{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 2194 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 2195 flag_inv (op, FLAG_WAS_WIZ);
2075} 2196}
2076 2197
2077/* 2198/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 2199 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 2200 * a spot at the given map and coordinates which will be able to contain
2094 * to know if the space in question will block the object. We can't use 2215 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 2216 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2217 * customized, changed states, etc.
2097 */ 2218 */
2098 2219
2220int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2222{
2223 int
2224 i,
2100 int i,index=0, flag; 2225 index = 0, flag;
2226 static int
2101 static int altern[SIZEOFFREE]; 2227 altern[SIZEOFFREE];
2102 2228
2103 for(i=start;i<stop;i++) { 2229 for (i = start; i < stop; i++)
2230 {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2105 if(!flag) 2232 if (!flag)
2106 altern[index++]=i; 2233 altern[index++] = i;
2107 2234
2108 /* Basically, if we find a wall on a space, we cut down the search size. 2235 /* Basically, if we find a wall on a space, we cut down the search size.
2109 * In this way, we won't return spaces that are on another side of a wall. 2236 * In this way, we won't return spaces that are on another side of a wall.
2110 * This mostly work, but it cuts down the search size in all directions - 2237 * This mostly work, but it cuts down the search size in all directions -
2111 * if the space being examined only has a wall to the north and empty 2238 * if the space being examined only has a wall to the north and empty
2112 * spaces in all the other directions, this will reduce the search space 2239 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 2240 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 2241 * won't look 2 spaces south of the target space.
2115 */ 2242 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 2244 stop = maxfree[i];
2118 } 2245 }
2119 if(!index) return -1; 2246 if (!index)
2247 return -1;
2120 return altern[RANDOM()%index]; 2248 return altern[RANDOM () % index];
2121} 2249}
2122 2250
2123/* 2251/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 2252 * find_first_free_spot(archetype, mapstruct, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 2253 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 2254 * But it will return the first available spot, not a random choice.
2127 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2255 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 2256 */
2129 2257
2258int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2260{
2261 int
2131 int i; 2262 i;
2263
2132 for(i=0;i<SIZEOFFREE;i++) { 2264 for (i = 0; i < SIZEOFFREE; i++)
2265 {
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 2267 return i;
2135 } 2268 }
2136 return -1; 2269 return -1;
2137} 2270}
2138 2271
2139/* 2272/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2273 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2274 * arr[begin..end-1].
2142 */ 2275 */
2276static void
2143static void permute(int *arr, int begin, int end) 2277permute (int *arr, int begin, int end)
2144{ 2278{
2145 int i, j, tmp, len; 2279 int
2280 i,
2281 j,
2282 tmp,
2283 len;
2146 2284
2147 len = end-begin; 2285 len = end - begin;
2148 for(i = begin; i < end; i++) 2286 for (i = begin; i < end; i++)
2149 { 2287 {
2150 j = begin+RANDOM()%len; 2288 j = begin + RANDOM () % len;
2151 2289
2152 tmp = arr[i]; 2290 tmp = arr[i];
2153 arr[i] = arr[j]; 2291 arr[i] = arr[j];
2154 arr[j] = tmp; 2292 arr[j] = tmp;
2155 } 2293 }
2156} 2294}
2157 2295
2158/* new function to make monster searching more efficient, and effective! 2296/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2297 * This basically returns a randomized array (in the passed pointer) of
2160 * the spaces to find monsters. In this way, it won't always look for 2298 * the spaces to find monsters. In this way, it won't always look for
2161 * monsters to the north first. However, the size of the array passed 2299 * monsters to the north first. However, the size of the array passed
2162 * covers all the spaces, so within that size, all the spaces within 2300 * covers all the spaces, so within that size, all the spaces within
2163 * the 3x3 area will be searched, just not in a predictable order. 2301 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2302 */
2303void
2165void get_search_arr(int *search_arr) 2304get_search_arr (int *search_arr)
2166{ 2305{
2306 int
2167 int i; 2307 i;
2168 2308
2169 for(i = 0; i < SIZEOFFREE; i++) 2309 for (i = 0; i < SIZEOFFREE; i++)
2170 { 2310 {
2171 search_arr[i] = i; 2311 search_arr[i] = i;
2172 } 2312 }
2173 2313
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2314 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2317}
2178 2318
2179/* 2319/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2320 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2321 * given map at the given coordinates for live objects.
2187 * is actually want is going to try and move there. We need this info 2327 * is actually want is going to try and move there. We need this info
2188 * because we have to know what movement the thing looking to move 2328 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2329 * there is capable of.
2190 */ 2330 */
2191 2331
2332int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2333find_dir (mapstruct *m, int x, int y, object *exclude)
2334{
2335 int
2336 i,
2193 int i,max=SIZEOFFREE, mflags; 2337 max = SIZEOFFREE, mflags;
2338
2194 sint16 nx, ny; 2339 sint16 nx, ny;
2195 object *tmp; 2340 object *
2341 tmp;
2196 mapstruct *mp; 2342 mapstruct *
2343 mp;
2344
2197 MoveType blocked, move_type; 2345 MoveType blocked, move_type;
2198 2346
2199 if (exclude && exclude->head) { 2347 if (exclude && exclude->head)
2348 {
2200 exclude = exclude->head; 2349 exclude = exclude->head;
2201 move_type = exclude->move_type; 2350 move_type = exclude->move_type;
2202 } else { 2351 }
2352 else
2353 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2354 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2355 move_type = MOVE_ALL;
2356 }
2357
2358 for (i = 1; i < max; i++)
2205 } 2359 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2360 mp = m;
2209 nx = x + freearr_x[i]; 2361 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2362 ny = y + freearr_y[i];
2211 2363
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2213 if (mflags & P_OUT_OF_MAP) { 2365 if (mflags & P_OUT_OF_MAP)
2366 {
2214 max = maxfree[i]; 2367 max = maxfree[i];
2368 }
2215 } else { 2369 else
2370 {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2217 2372
2218 if ((move_type & blocked) == move_type) { 2373 if ((move_type & blocked) == move_type)
2374 {
2219 max=maxfree[i]; 2375 max = maxfree[i];
2376 }
2220 } else if (mflags & P_IS_ALIVE) { 2377 else if (mflags & P_IS_ALIVE)
2378 {
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2380 {
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2224 break; 2383 break;
2225 } 2384 }
2226 } 2385 }
2227 if(tmp) { 2386 if (tmp)
2387 {
2228 return freedir[i]; 2388 return freedir[i];
2229 } 2389 }
2230 } 2390 }
2231 } 2391 }
2232 } 2392 }
2233 return 0; 2393 return 0;
2234} 2394}
2235 2395
2236/* 2396/*
2237 * distance(object 1, object 2) will return the square of the 2397 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2398 * distance between the two given objects.
2239 */ 2399 */
2240 2400
2401int
2241int distance(const object *ob1, const object *ob2) { 2402distance (const object *ob1, const object *ob2)
2403{
2242 int i; 2404 int
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2405 i;
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2245 return i; 2408 return i;
2246} 2409}
2247 2410
2248/* 2411/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2412 * find_dir_2(delta-x,delta-y) will return a direction in which
2250 * an object which has subtracted the x and y coordinates of another 2413 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2414 * object, needs to travel toward it.
2252 */ 2415 */
2253 2416
2417int
2254int find_dir_2(int x, int y) { 2418find_dir_2 (int x, int y)
2419{
2255 int q; 2420 int
2421 q;
2256 2422
2257 if(y) 2423 if (y)
2258 q=x*100/y; 2424 q = x * 100 / y;
2259 else if (x) 2425 else if (x)
2260 q= -300*x; 2426 q = -300 * x;
2261 else 2427 else
2262 return 0; 2428 return 0;
2263 2429
2264 if(y>0) { 2430 if (y > 0)
2431 {
2265 if(q < -242) 2432 if (q < -242)
2266 return 3 ; 2433 return 3;
2267 if (q < -41) 2434 if (q < -41)
2268 return 2 ; 2435 return 2;
2269 if (q < 41) 2436 if (q < 41)
2270 return 1 ; 2437 return 1;
2271 if (q < 242) 2438 if (q < 242)
2272 return 8 ; 2439 return 8;
2273 return 7 ; 2440 return 7;
2274 } 2441 }
2275 2442
2276 if (q < -242) 2443 if (q < -242)
2277 return 7 ; 2444 return 7;
2278 if (q < -41) 2445 if (q < -41)
2279 return 6 ; 2446 return 6;
2280 if (q < 41) 2447 if (q < 41)
2281 return 5 ; 2448 return 5;
2282 if (q < 242) 2449 if (q < 242)
2283 return 4 ; 2450 return 4;
2284 2451
2285 return 3 ; 2452 return 3;
2286} 2453}
2287 2454
2288/* 2455/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2456 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2457 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2458 * "overflow" in previous calculations of a direction).
2292 */ 2459 */
2293 2460
2461int
2294int absdir(int d) { 2462absdir (int d)
2295 while(d<1) d+=8; 2463{
2296 while(d>8) d-=8; 2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2297 return d; 2468 return d;
2298} 2469}
2299 2470
2300/* 2471/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2473 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2474 */
2304 2475
2476int
2305int dirdiff(int dir1, int dir2) { 2477dirdiff (int dir1, int dir2)
2478{
2306 int d; 2479 int
2480 d;
2481
2307 d = abs(dir1 - dir2); 2482 d = abs (dir1 - dir2);
2308 if(d>4) 2483 if (d > 4)
2309 d = 8 - d; 2484 d = 8 - d;
2310 return d; 2485 return d;
2311} 2486}
2312 2487
2313/* peterm: 2488/* peterm:
2318 * direction 4, 14, or 16 to get back to where we are. 2493 * direction 4, 14, or 16 to get back to where we are.
2319 * Moved from spell_util.c to object.c with the other related direction 2494 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2495 * functions.
2321 */ 2496 */
2322 2497
2498int
2323int reduction_dir[SIZEOFFREE][3] = { 2499 reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2500 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2501 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2502 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2503 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2504 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2505 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2506 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2507 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2508 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2509 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2510 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2511 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2512 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2513 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2514 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2515 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2516 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2517 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2518 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2519 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2520 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2521 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2522 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2523 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2524 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2525 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2526 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2527 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2528 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2529 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2530 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2531 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2532 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2533 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2534 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2535 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2536 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2537 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2538 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2539 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2540 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2541 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2542 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2543 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2544 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2545 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2546 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2547 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2548 {24, 9, -1}
2549}; /* 48 */
2373 2550
2374/* Recursive routine to step back and see if we can 2551/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2552 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2553 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2554 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2555 * Modified to be map tile aware -.MSW
2379 */ 2556 */
2380
2381 2557
2558
2559int
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2560can_see_monsterP (mapstruct *m, int x, int y, int dir)
2561{
2383 sint16 dx, dy; 2562 sint16 dx, dy;
2563 int
2384 int mflags; 2564 mflags;
2385 2565
2566 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2567 return 0; /* exit condition: invalid direction */
2387 2568
2388 dx = x + freearr_x[dir]; 2569 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2570 dy = y + freearr_y[dir];
2390 2571
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2572 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2573
2393 /* This functional arguably was incorrect before - it was 2574 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2575 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2576 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2577 * literal on if we can see it. To know if we can actually
2397 * move to the monster, we'd need the monster passed in or 2578 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2579 * at least its move type.
2399 */ 2580 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2581 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2582 return 0;
2401 2583
2402 /* yes, can see. */ 2584 /* yes, can see. */
2403 if(dir < 9) return 1; 2585 if (dir < 9)
2586 return 1;
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2406 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2407} 2589}
2408 2590
2409 2591
2410 2592
2411/* 2593/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2594 * can_pick(picker, item): finds out if an object is possible to be
2413 * picked up by the picker. Returnes 1 if it can be 2595 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2596 * picked up, otherwise 0.
2415 * 2597 *
2417 * core dumps if they do. 2599 * core dumps if they do.
2418 * 2600 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2601 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2602 */
2421 2603
2604int
2422int can_pick(const object *who, const object *item) { 2605can_pick (const object *who, const object *item)
2606{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2426 (who->type==PLAYER||item->weight<who->weight/3));
2427} 2610}
2428 2611
2429 2612
2430/* 2613/*
2431 * create clone from object to another 2614 * create clone from object to another
2432 */ 2615 */
2616object *
2433object *object_create_clone (object *asrc) { 2617object_create_clone (object *asrc)
2618{
2619 object *
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2620 dst = NULL, *tmp, *src, *part, *prev, *item;
2435 2621
2622 if (!asrc)
2436 if(!asrc) return NULL; 2623 return NULL;
2437 src = asrc; 2624 src = asrc;
2438 if(src->head) 2625 if (src->head)
2439 src = src->head; 2626 src = src->head;
2440 2627
2441 prev = NULL; 2628 prev = NULL;
2442 for(part = src; part; part = part->more) { 2629 for (part = src; part; part = part->more)
2630 {
2443 tmp = get_object(); 2631 tmp = get_object ();
2444 copy_object(part,tmp); 2632 copy_object (part, tmp);
2445 tmp->x -= src->x; 2633 tmp->x -= src->x;
2446 tmp->y -= src->y; 2634 tmp->y -= src->y;
2447 if(!part->head) { 2635 if (!part->head)
2636 {
2448 dst = tmp; 2637 dst = tmp;
2449 tmp->head = NULL; 2638 tmp->head = NULL;
2639 }
2450 } else { 2640 else
2641 {
2451 tmp->head = dst; 2642 tmp->head = dst;
2452 } 2643 }
2453 tmp->more = NULL; 2644 tmp->more = NULL;
2454 if(prev) 2645 if (prev)
2455 prev->more = tmp; 2646 prev->more = tmp;
2456 prev = tmp; 2647 prev = tmp;
2457 } 2648 }
2649
2458 /*** copy inventory ***/ 2650 /*** copy inventory ***/
2459 for(item = src->inv; item; item = item->below) { 2651 for (item = src->inv; item; item = item->below)
2652 {
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2653 (void) insert_ob_in_ob (object_create_clone (item), dst);
2461 } 2654 }
2462 2655
2463 return dst; 2656 return dst;
2464} 2657}
2465 2658
2466/* return true if the object was destroyed, 0 otherwise */ 2659/* return true if the object was destroyed, 0 otherwise */
2660int
2467int was_destroyed (const object *op, tag_t old_tag) 2661was_destroyed (const object *op, tag_t old_tag)
2468{ 2662{
2469 /* checking for FLAG_FREED isn't necessary, but makes this function more 2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2470 * robust */ 2664 * robust */
2471 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2472} 2666}
2473 2667
2474/* GROS - Creates an object using a string representing its content. */ 2668/* GROS - Creates an object using a string representing its content. */
2669
2475/* Basically, we save the content of the string to a temp file, then call */ 2670/* Basically, we save the content of the string to a temp file, then call */
2671
2476/* load_object on it. I admit it is a highly inefficient way to make things, */ 2672/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2477/* but it was simple to make and allows reusing the load_object function. */ 2674/* but it was simple to make and allows reusing the load_object function. */
2675
2478/* Remember not to use load_object_str in a time-critical situation. */ 2676/* Remember not to use load_object_str in a time-critical situation. */
2677
2479/* Also remember that multiparts objects are not supported for now. */ 2678/* Also remember that multiparts objects are not supported for now. */
2480 2679
2680object *
2481object* load_object_str(const char *obstr) 2681load_object_str (const char *obstr)
2482{ 2682{
2483 object *op; 2683 object *
2684 op;
2685 char
2484 char filename[MAX_BUF]; 2686 filename[MAX_BUF];
2687
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2689
2690 FILE *
2487 FILE *tempfile=fopen(filename,"w"); 2691 tempfile = fopen (filename, "w");
2692
2488 if (tempfile == NULL) 2693 if (tempfile == NULL)
2489 { 2694 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2695 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2696 return NULL;
2492 }; 2697 }
2698
2493 fprintf(tempfile,obstr); 2699 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2700 fclose (tempfile);
2495 2701
2496 op=get_object(); 2702 op = get_object ();
2497 2703
2498 object_thawer thawer (filename); 2704 object_thawer thawer (filename);
2705
2499 if (thawer) 2706 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2707 load_object (thawer, op, 0);
2708
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2709 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2710 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2711
2504 return op; 2712 return op;
2505} 2713}
2506 2714
2507/* This returns the first object in who's inventory that 2715/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2716 * has the same type and subtype match.
2509 * returns NULL if no match. 2717 * returns NULL if no match.
2510 */ 2718 */
2719object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2720find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2721{
2513 object *tmp; 2722 object *
2723 tmp;
2514 2724
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2725 for (tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2726 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp;
2517 2728
2518 return NULL; 2729 return NULL;
2519} 2730}
2520 2731
2521/* If ob has a field named key, return the link from the list, 2732/* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL. 2733 * otherwise return NULL.
2523 * 2734 *
2524 * key must be a passed in shared string - otherwise, this won't 2735 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing. 2736 * do the desired thing.
2526 */ 2737 */
2738key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2739get_ob_key_link (const object *ob, const char *key)
2740{
2528 key_value * link; 2741 key_value *
2529 2742 link;
2743
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2744 for (link = ob->key_values; link != NULL; link = link->next)
2745 {
2531 if (link->key == key) { 2746 if (link->key == key)
2747 {
2532 return link; 2748 return link;
2533 } 2749 }
2534 }
2535 2750 }
2751
2536 return NULL; 2752 return NULL;
2537} 2753}
2538 2754
2539/* 2755/*
2540 * Returns the value of op has an extra_field for key, or NULL. 2756 * Returns the value of op has an extra_field for key, or NULL.
2541 * 2757 *
2542 * The argument doesn't need to be a shared string. 2758 * The argument doesn't need to be a shared string.
2543 * 2759 *
2544 * The returned string is shared. 2760 * The returned string is shared.
2545 */ 2761 */
2762const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2763get_ob_key_value (const object *op, const char *const key)
2764{
2547 key_value * link; 2765 key_value *link;
2548 const char * canonical_key; 2766 shstr_cmp canonical_key (key);
2767
2768 if (!canonical_key)
2549 2769 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2770 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2771 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2772 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2773 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2774 */
2558 return NULL; 2775 return 0;
2559 } 2776 }
2560 2777
2561 /* This is copied from get_ob_key_link() above - 2778 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2779 * only 4 lines, and saves the function call overhead.
2563 */ 2780 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2781 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2782 if (link->key == canonical_key)
2566 return link->value; 2783 return link->value;
2567 } 2784
2568 } 2785 return 0;
2569 return NULL;
2570} 2786}
2571 2787
2572 2788
2573/* 2789/*
2574 * Updates the canonical_key in op to value. 2790 * Updates the canonical_key in op to value.
2578 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2794 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys. 2795 * keys.
2580 * 2796 *
2581 * Returns TRUE on success. 2797 * Returns TRUE on success.
2582 */ 2798 */
2799int
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{
2802 key_value *
2584 key_value * field = NULL, *last=NULL; 2803 field = NULL, *last = NULL;
2585 2804
2586 for (field=op->key_values; field != NULL; field=field->next) { 2805 for (field = op->key_values; field != NULL; field = field->next)
2806 {
2587 if (field->key != canonical_key) { 2807 if (field->key != canonical_key)
2808 {
2588 last = field; 2809 last = field;
2589 continue; 2810 continue;
2590 } 2811 }
2591 2812
2592 if (value) 2813 if (value)
2593 field->value = value; 2814 field->value = value;
2594 else { 2815 else
2816 {
2595 /* Basically, if the archetype has this key set, 2817 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2818 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2819 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2820 * we get this value back again.
2599 */ 2821 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2822 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2823 field->value = 0;
2824 else
2825 {
2826 if (last)
2827 last->next = field->next;
2602 else 2828 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2829 op->key_values = field->next;
2606 2830
2607 delete field; 2831 delete field;
2608 } 2832 }
2609 } 2833 }
2610 return TRUE; 2834 return TRUE;
2611 } 2835 }
2612 /* IF we get here, key doesn't exist */ 2836 /* IF we get here, key doesn't exist */
2613 2837
2614 /* No field, we'll have to add it. */ 2838 /* No field, we'll have to add it. */
2839
2840 if (!add_key)
2615 2841 {
2616 if (!add_key) {
2617 return FALSE; 2842 return FALSE;
2618 } 2843 }
2619 /* There isn't any good reason to store a null 2844 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2845 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2846 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2847 * be here. If user wants to store empty strings,
2623 * should pass in "" 2848 * should pass in ""
2624 */ 2849 */
2625 if (value == NULL) return TRUE; 2850 if (value == NULL)
2626
2627 field = new key_value;
2628
2629 field->key = canonical_key;
2630 field->value = value;
2631 /* Usual prepend-addition. */
2632 field->next = op->key_values;
2633 op->key_values = field;
2634
2635 return TRUE; 2851 return TRUE;
2852
2853 field = new key_value;
2854
2855 field->key = canonical_key;
2856 field->value = value;
2857 /* Usual prepend-addition. */
2858 field->next = op->key_values;
2859 op->key_values = field;
2860
2861 return TRUE;
2636} 2862}
2637 2863
2638/* 2864/*
2639 * Updates the key in op to value. 2865 * Updates the key in op to value.
2640 * 2866 *
2642 * and not add new ones. 2868 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key 2869 * In general, should be little reason FALSE is ever passed in for add_key
2644 * 2870 *
2645 * Returns TRUE on success. 2871 * Returns TRUE on success.
2646 */ 2872 */
2873int
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2874set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2648{ 2875{
2649 shstr key_ (key); 2876 shstr key_ (key);
2877
2650 return set_ob_key_value_s (op, key_, value, add_key); 2878 return set_ob_key_value_s (op, key_, value, add_key);
2651} 2879}
2880
2881object::depth_iterator::depth_iterator (object *container)
2882: iterator_base (container)
2883{
2884 while (item->inv)
2885 item = item->inv;
2886}
2887
2888void
2889object::depth_iterator::next ()
2890{
2891 if (item->below)
2892 {
2893 item = item->below;
2894
2895 while (item->inv)
2896 item = item->inv;
2897 }
2898 else
2899 item = item->env;
2900}
2901
2902// return a suitable string describing an objetc in enough detail to find it
2903const char *
2904object::debug_desc (char *info) const
2905{
2906 char info2[256 * 3];
2907 char *p = info;
2908
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2910 count,
2911 &name,
2912 title ? " " : "",
2913 title ? (const char *)title : "");
2914
2915 if (env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917
2918 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2920
2921 return info;
2922}
2923
2924const char *
2925object::debug_desc () const
2926{
2927 static char info[256 * 3];
2928 return debug_desc (info);
2929}
2930

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