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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 1.52 by root, Wed Sep 27 00:36:08 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 %s\n", 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;
489
374 return op; 490 return op;
375} 491}
376 492
377/* 493/*
378 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
381 */ 497 */
382 498
499object *
383object *find_object_name(const char *str) { 500find_object_name (const char *str)
384 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
385 object *op; 503 object *op;
504
386 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 506 if (op->name == str_)
388 break; 507 break;
389 508
390 return op; 509 return op;
391} 510}
392 511
512void
393void free_all_object_data(void) { 513free_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{ 514{
435 if (!op) return; 515 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} 516}
443
444
445 517
446/* 518/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 520 * skill and experience objects.
449 */ 521 */
450void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
451{ 524{
452 if(owner==NULL||op==NULL) 525 if (!owner)
453 return; 526 return;
454 527
455 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* 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 530 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 532 * 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. 533 * didn't match, this check is valid and I believe that cause is valid.
461 */ 534 */
462 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
464 537
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; 538 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} 539}
518 540
519/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 542 * refcounts and freeing the links.
521 */ 543 */
544static void
522static void free_key_values(object * op) 545free_key_values (object *op)
523{ 546{
524 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
525 { 548 {
526 key_value *next = i->next; 549 key_value *next = i->next;
527 delete i; 550 delete i;
551
528 i = next; 552 i = next;
529 } 553 }
530 554
531 op->key_values = 0; 555 op->key_values = 0;
532} 556}
533 557
534/* 558void 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{ 559{
541 op->clear (); 560 attachable_base::clear ();
542 561
543 free_key_values (op); 562 free_key_values (this);
544 563
545 /* the memset will clear all these values for us, but we need 564 owner = 0;
546 * to reduce the refcount on them. 565 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 566 name_pl = 0;
550 op->title = 0; 567 title = 0;
551 op->race = 0; 568 race = 0;
552 op->slaying = 0; 569 slaying = 0;
553 op->skill = 0; 570 skill = 0;
554 op->msg = 0; 571 msg = 0;
555 op->lore = 0; 572 lore = 0;
573 custom_name = 0;
556 op->materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
557 586
558 memset((void*)op, 0, sizeof (object_special)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 588
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
564 590
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 */ 591 /* What is not cleared is next, prev, and count */
578 592
579 op->expmul=1.0; 593 expmul = 1.0;
580 op->face = blank_face; 594 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 595
583 if (settings.casting_time) 596 if (settings.casting_time)
584 op->casting_time = -1; 597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585} 607}
586 608
587/* 609/*
588 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * 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 614 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 615 * will point at garbage.
594 */ 616 */
595 617void
596void copy_object(object *op2, object *op) 618copy_object (object *op2, object *op)
597{ 619{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
599 622
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op); 623 op2->clone (op);
606 624
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 625 if (is_freed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
609 629
610 if (op2->speed < 0) 630 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
612 632
613 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 634 if (op2->key_values)
635 {
615 key_value *tail = NULL; 636 key_value *tail = 0;
616 key_value *i; 637 key_value *i;
617 638
618 op->key_values = NULL; 639 op->key_values = 0;
619 640
620 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
621 { 642 {
622 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
623 644
624 new_link->next = NULL; 645 new_link->next = 0;
625 new_link->key = i->key; 646 new_link->key = i->key;
626 new_link->value = i->value; 647 new_link->value = i->value;
627 648
628 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 650 if (!op->key_values)
630 { 651 {
631 op->key_values = new_link; 652 op->key_values = new_link;
632 tail = new_link; 653 tail = new_link;
633 } 654 }
634 else 655 else
635 { 656 {
636 tail->next = new_link; 657 tail->next = new_link;
637 tail = new_link; 658 tail = new_link;
638 } 659 }
639 } 660 }
640 } 661 }
641 662
642 update_ob_speed (op); 663 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} 664}
721 665
722/* 666/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * 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 668 * 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. 669 * be called to update the face variable, _and_ how it looks on the map.
726 */ 670 */
727 671
672void
728void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 676 return;
731 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
733} 679}
734 680
735/* 681/*
736 * Updates the speed of an object. If the speed changes from 0 to another 682 * 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. 683 * 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. 684 * This function needs to be called whenever the speed of an object changes.
739 */ 685 */
740 686void
741void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
742 extern int arch_init; 689 extern int arch_init;
743 690
744 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 692 * since they never really need to be updated.
746 */ 693 */
747 694
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 698#ifdef MANY_CORES
751 abort(); 699 abort ();
752#else 700#else
753 op->speed = 0; 701 op->speed = 0;
754#endif 702#endif
755 } 703 }
704
756 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
757 return; 712 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;
763 713
764 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 715 * of the list. */
766 op->active_next = active_objects; 716 op->active_next = active_objects;
717
767 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
769 active_objects = op; 721 active_objects = op;
722 }
723 else
770 } 724 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 727 return;
775 728
776 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
777 active_objects = op->active_next; 731 active_objects = op->active_next;
732
778 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
780 } 737 {
781 else {
782 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
783 if (op->active_next) 740 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
785 } 742 }
743
786 op->active_next = NULL; 744 op->active_next = NULL;
787 op->active_prev = NULL; 745 op->active_prev = NULL;
788 } 746 }
789} 747}
790 748
791/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
792 * objects. 750 * objects.
794 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
798 */ 756 */
757void
799void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
800{ 759{
801 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 762 return;
804 763
805 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
806 active_objects = op->active_next; 766 active_objects = op->active_next;
807 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
809 } 771 {
810 else {
811 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 773 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
814 } 775 }
815 op->active_next = NULL; 776 op->active_next = NULL;
816 op->active_prev = NULL; 777 op->active_prev = NULL;
817} 778}
818 779
819/* 780/*
820 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * 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. 798 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
839 */ 800 */
840 801
802void
841void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
842 int update_now=0, flags; 805 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
844 807
845 if (op == NULL) { 808 if (op == NULL)
809 {
846 /* this should never happen */ 810 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 812 return;
849 }
850 813 }
814
851 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
852 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
853 * to do in this case. 818 * to do in this case.
854 */ 819 */
855 return; 820 return;
856 } 821 }
857 822
858 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 824 * going to get freed anyways.
860 */ 825 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
862 827 return;
828
863 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 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)) { 831 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 833#ifdef MANY_CORES
868 abort(); 834 abort ();
869#endif 835#endif
870 return; 836 return;
871 }
872 837 }
838
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 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); 841 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); 842 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); 843 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); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 845
880 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 849 update_now = 1;
883 850
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 852 update_now = 1;
886 853
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 855 update_now = 1;
889 856
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 858 update_now = 1;
892 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
893 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
894 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
895 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 870 * to have move_allow right now.
897 */ 871 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 873 update_now = 1;
874
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
901 } 877 }
902 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 880 * that is being removed.
905 */ 881 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 883 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
910 }
911 else { 886 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 888
915 if (update_now) { 889 if (update_now)
890 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 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); 892 update_position (op->map, op->x, op->y);
918 } 893 }
919 894
920 if(op->more!=NULL) 895 if (op->more != NULL)
921 update_object(op->more, action); 896 update_object (op->more, action);
922} 897}
923 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
924 969
925/* 970/*
926 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 972 * 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. 973 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 974 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 975 * this function to succeed.
931 * 976 *
932 * If free_inventory is set, free inventory as well. Else drop items in 977 * If destroy_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 978 * inventory to the ground.
934 */ 979 */
935 980void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 981{
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)) { 982 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 983 return;
984
985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
986 remove_friendly_object (this);
987
988 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
959 } 994 {
960 if(ob->more!=NULL) { 995 more->destroy (destroy_inventory);
961 free_object2(ob->more, free_inventory); 996 more = 0;
962 ob->more=NULL; 997 }
998
999 if (inv)
963 } 1000 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
967 * drop on that space. 1003 * drop on that space.
968 */ 1004 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1005 if (destroy_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)) 1006 {
1007 object *op = inv;
1008
1009 while (op)
971 { 1010 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 1011 object *tmp = op->below;
975 remove_ob(op); 1012 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 1013 op = tmp;
978 } 1014 }
979 } 1015 }
1016 else
980 else { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
981 op=ob->inv; 1018 object *op = inv;
1019
982 while(op!=NULL) { 1020 while (op)
1021 {
983 tmp=op->below; 1022 object *tmp = op->below;
1023
984 remove_ob(op); 1024 remove_ob (op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1025
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object(op); 1028 free_object (op);
988 else { 1029 else
1030 {
989 op->x=ob->x; 1031 op->x = x;
990 op->y=ob->y; 1032 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 1034 }
1035
993 op=tmp; 1036 op = tmp;
994 } 1037 }
995 } 1038 }
996 } 1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 // only relevant for players(?), but make sure of it anyways
1047 contr = 0;
1048
997 /* Remove object from the active list */ 1049 /* Remove object from the active list */
998 ob->speed = 0; 1050 speed = 0;
999 update_ob_speed(ob); 1051 update_ob_speed (this);
1000 1052
1001 SET_FLAG(ob, FLAG_FREED); 1053 unlink ();
1002 ob->count = 0;
1003 1054
1004 /* Remove this object from the list of used objects */ 1055 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} 1056}
1077 1057
1078/* 1058/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 1059 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 1060 * weight of an object (and what is carried by it's environment(s)).
1081 */ 1061 */
1082 1062
1063void
1083void sub_weight (object *op, signed long weight) { 1064sub_weight (object *op, signed long weight)
1065{
1084 while (op != NULL) { 1066 while (op != NULL)
1067 {
1085 if (op->type == CONTAINER) { 1068 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1070
1088 op->carrying-=weight; 1071 op->carrying -= weight;
1089 op = op->env; 1072 op = op->env;
1090 } 1073 }
1091} 1074}
1092 1075
1093/* remove_ob(op): 1076/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1077 * 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 1078 * which it is currently tied to. When this function is done, the
1097 * environment, the x and y coordinates will be updated to 1080 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1081 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1082 * Beware: This function is called from the editor as well!
1100 */ 1083 */
1101 1084
1085void
1102void remove_ob(object *op) { 1086remove_ob (object *op)
1087{
1103 object *tmp,*last=NULL; 1088 object *tmp, *last = 0;
1104 object *otmp; 1089 object *otmp;
1105 tag_t tag; 1090
1106 int check_walk_off; 1091 int check_walk_off;
1107 mapstruct *m; 1092 maptile *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;
1224 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1197 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1198
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1199 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1200 {
1226 /* No point updating the players look faces if he is the object 1201 /* No point updating the players look faces if he is the object
1227 * being removed. 1202 * being removed.
1228 */ 1203 */
1229 1204
1230 if(tmp->type==PLAYER && tmp!=op) { 1205 if (tmp->type == PLAYER && tmp != op)
1206 {
1231 /* If a container that the player is currently using somehow gets 1207 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1208 * removed (most likely destroyed), update the player view
1233 * appropriately. 1209 * appropriately.
1234 */ 1210 */
1235 if (tmp->container==op) { 1211 if (tmp->container == op)
1212 {
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1213 CLEAR_FLAG (op, FLAG_APPLIED);
1237 tmp->container=NULL; 1214 tmp->container = NULL;
1215 }
1216
1217 tmp->contr->socket.update_look = 1;
1238 } 1218 }
1239 tmp->contr->socket.update_look=1; 1219
1240 }
1241 /* See if player moving off should effect something */ 1220 /* See if player moving off should effect something */
1221 if (check_walk_off
1242 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 && ((op->move_type & tmp->move_off)
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1244 1224 {
1245 move_apply(tmp, op, NULL); 1225 move_apply (tmp, op, NULL);
1226
1246 if (was_destroyed (op, tag)) { 1227 if (op->destroyed ())
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 } 1229 }
1250 }
1251 1230
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1231 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253 1232
1254 if(tmp->above == tmp) 1233 if (tmp->above == tmp)
1255 tmp->above = NULL; 1234 tmp->above = NULL;
1235
1256 last=tmp; 1236 last = tmp;
1257 } 1237 }
1238
1258 /* last == NULL of there are no objects on this space */ 1239 /* last == NULL of there are no objects on this space */
1259 if (last==NULL) { 1240 if (last == NULL)
1241 {
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1242 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1243 * 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 1244 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways. 1245 * be correct anyways.
1264 */ 1246 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1247 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y); 1248 update_position (op->map, op->x, op->y);
1267 } 1249 }
1268 else 1250 else
1269 update_object(last, UP_OBJ_REMOVE); 1251 update_object (last, UP_OBJ_REMOVE);
1270 1252
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1253 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1272 update_all_los(op->map, op->x, op->y); 1254 update_all_los (op->map, op->x, op->y);
1273 1255 }
1274} 1256}
1275 1257
1276/* 1258/*
1277 * merge_ob(op,top): 1259 * merge_ob(op,top):
1278 * 1260 *
1279 * This function goes through all objects below and including top, and 1261 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1262 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1263 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1264 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1265 */
1284 1266object *
1285object *merge_ob(object *op, object *top) { 1267merge_ob (object *op, object *top)
1268{
1286 if(!op->nrof) 1269 if (!op->nrof)
1287 return 0; 1270 return 0;
1271
1288 if(top==NULL) 1272 if (top == NULL)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1273 for (top = op; top != NULL && top->above != NULL; top = top->above);
1274
1290 for(;top!=NULL;top=top->below) { 1275 for (; top != NULL; top = top->below)
1276 {
1291 if(top==op) 1277 if (top == op)
1292 continue; 1278 continue;
1293 if (CAN_MERGE(op,top)) 1279 if (CAN_MERGE (op, top))
1294 { 1280 {
1295 top->nrof+=op->nrof; 1281 top->nrof += op->nrof;
1282
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1283/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1284 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1285 remove_ob (op);
1299 free_object(op); 1286 free_object (op);
1300 return top; 1287 return top;
1301 } 1288 }
1302 } 1289 }
1290
1303 return NULL; 1291 return 0;
1304} 1292}
1305 1293
1306/* 1294/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1295 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters 1296 * job preparing multi-part monsters
1309 */ 1297 */
1298object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1299insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300{
1311 object* tmp; 1301 object *tmp;
1302
1312 if (op->head) 1303 if (op->head)
1313 op=op->head; 1304 op = op->head;
1305
1314 for (tmp=op;tmp;tmp=tmp->more){ 1306 for (tmp = op; tmp; tmp = tmp->more)
1307 {
1315 tmp->x=x+tmp->arch->clone.x; 1308 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1309 tmp->y = y + tmp->arch->clone.y;
1317 } 1310 }
1311
1318 return insert_ob_in_map (op, m, originator, flag); 1312 return insert_ob_in_map (op, m, originator, flag);
1319} 1313}
1320 1314
1321/* 1315/*
1322 * insert_ob_in_map (op, map, originator, flag): 1316 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1317 * This function inserts the object in the two-way linked list
1337 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1332 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1333 * just 'op' otherwise
1340 */ 1334 */
1341 1335
1336object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1337insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1338{
1344 object *tmp, *top, *floor=NULL; 1339 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1340 sint16 x, y;
1346 1341
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1342 if (QUERY_FLAG (op, FLAG_FREED))
1343 {
1348 LOG (llevError, "Trying to insert freed object!\n"); 1344 LOG (llevError, "Trying to insert freed object!\n");
1345 return NULL;
1346 }
1347
1348 if (m == NULL)
1349 {
1350 dump_object (op);
1351 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1352 return op;
1353 }
1354
1355 if (out_of_map (m, op->x, op->y))
1356 {
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
1369 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370 {
1371 dump_object (op);
1372 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1373 return op;
1374 }
1375
1376 if (op->more != NULL)
1377 {
1378 /* The part may be on a different map. */
1379
1380 object *more = op->more;
1381
1382 /* We really need the caller to normalize coordinates - if
1383 * we set the map, that doesn't work if the location is within
1384 * a map and this is straddling an edge. So only if coordinate
1385 * is clear wrong do we normalize it.
1386 */
1387 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 else if (!more->map)
1390 {
1391 /* For backwards compatibility - when not dealing with tiled maps,
1392 * more->map should always point to the parent.
1393 */
1394 more->map = m;
1395 }
1396
1397 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398 {
1399 if (!op->head)
1400 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401
1402 return NULL;
1403 }
1404 }
1405
1406 CLEAR_FLAG (op, FLAG_REMOVED);
1407
1408 /* Ideally, the caller figures this out. However, it complicates a lot
1409 * of areas of callers (eg, anything that uses find_free_spot would now
1410 * need extra work
1411 */
1412 op->map = get_map_from_coord (m, &op->x, &op->y);
1413 x = op->x;
1414 y = op->y;
1415
1416 /* this has to be done after we translate the coordinates.
1417 */
1418 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1420 if (CAN_MERGE (op, tmp))
1421 {
1422 op->nrof += tmp->nrof;
1423 remove_ob (tmp);
1424 free_object (tmp);
1425 }
1426
1427 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429
1430 if (!QUERY_FLAG (op, FLAG_ALIVE))
1431 CLEAR_FLAG (op, FLAG_NO_STEAL);
1432
1433 if (flag & INS_BELOW_ORIGINATOR)
1434 {
1435 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1436 {
1437 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1438 abort ();
1439 }
1440
1441 op->above = originator;
1442 op->below = originator->below;
1443
1444 if (op->below)
1445 op->below->above = op;
1446 else
1447 SET_MAP_OB (op->map, op->x, op->y, op);
1448
1449 /* since *below* originator, no need to update top */
1450 originator->below = op;
1451 }
1452 else
1453 {
1454 /* If there are other objects, then */
1455 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1456 {
1457 object *last = NULL;
1458
1459 /*
1460 * If there are multiple objects on this space, we do some trickier handling.
1461 * We've already dealt with merging if appropriate.
1462 * Generally, we want to put the new object on top. But if
1463 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1464 * floor, we want to insert above that and no further.
1465 * Also, if there are spell objects on this space, we stop processing
1466 * once we get to them. This reduces the need to traverse over all of
1467 * them when adding another one - this saves quite a bit of cpu time
1468 * when lots of spells are cast in one area. Currently, it is presumed
1469 * that flying non pickable objects are spell objects.
1470 */
1471
1472 while (top != NULL)
1473 {
1474 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475 floor = top;
1476
1477 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1478 {
1479 /* We insert above top, so we want this object below this */
1480 top = top->below;
1481 break;
1482 }
1483
1484 last = top;
1485 top = top->above;
1486 }
1487
1488 /* Don't want top to be NULL, so set it to the last valid object */
1489 top = last;
1490
1491 /* We let update_position deal with figuring out what the space
1492 * looks like instead of lots of conditions here.
1493 * makes things faster, and effectively the same result.
1494 */
1495
1496 /* Have object 'fall below' other objects that block view.
1497 * Unless those objects are exits, type 66
1498 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd.
1501 */
1502 if (!(flag & INS_ON_TOP) &&
1503 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1504 {
1505 for (last = top; last != floor; last = last->below)
1506 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507 break;
1508 /* Check to see if we found the object that blocks view,
1509 * and make sure we have a below pointer for it so that
1510 * we can get inserted below this one, which requires we
1511 * set top to the object below us.
1512 */
1513 if (last && last->below && last != floor)
1514 top = last->below;
1515 }
1516 } /* If objects on this space */
1517
1518 if (flag & INS_MAP_LOAD)
1519 top = GET_MAP_TOP (op->map, op->x, op->y);
1520
1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1522 top = floor;
1523
1524 /* Top is the object that our object (op) is going to get inserted above.
1525 */
1526
1527 /* First object on this space */
1528 if (!top)
1529 {
1530 op->above = GET_MAP_OB (op->map, op->x, op->y);
1531
1532 if (op->above)
1533 op->above->below = op;
1534
1535 op->below = NULL;
1536 SET_MAP_OB (op->map, op->x, op->y, op);
1537 }
1538 else
1539 { /* get inserted into the stack above top */
1540 op->above = top->above;
1541
1542 if (op->above)
1543 op->above->below = op;
1544
1545 op->below = top;
1546 top->above = op;
1547 }
1548
1549 if (op->above == NULL)
1550 SET_MAP_TOP (op->map, op->x, op->y, op);
1551 } /* else not INS_BELOW_ORIGINATOR */
1552
1553 if (op->type == PLAYER)
1554 op->contr->do_los = 1;
1555
1556 /* If we have a floor, we know the player, if any, will be above
1557 * it, so save a few ticks and start from there.
1558 */
1559 if (!(flag & INS_MAP_LOAD))
1560 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1561 if (tmp->type == PLAYER)
1562 tmp->contr->socket.update_look = 1;
1563
1564 /* If this object glows, it may affect lighting conditions that are
1565 * visible to others on this map. But update_all_los is really
1566 * an inefficient way to do this, as it means los for all players
1567 * on the map will get recalculated. The players could very well
1568 * be far away from this change and not affected in any way -
1569 * this should get redone to only look for players within range,
1570 * or just updating the P_NEED_UPDATE for spaces within this area
1571 * of effect may be sufficient.
1572 */
1573 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1574 update_all_los (op->map, op->x, op->y);
1575
1576 /* updates flags (blocked, alive, no magic, etc) for this map space */
1577 update_object (op, UP_OBJ_INSERT);
1578
1579 /* Don't know if moving this to the end will break anything. However,
1580 * we want to have update_look set above before calling this.
1581 *
1582 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object().
1586 */
1587
1588 /* if this is not the head or flag has been passed, don't check walk on status */
1589 if (!(flag & INS_NO_WALK_ON) && !op->head)
1590 {
1591 if (check_move_on (op, originator))
1349 return NULL; 1592 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 1593
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 1594 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1595 * walk on's.
1570 */ 1596 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1597 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator))
1573 return NULL; 1599 return NULL;
1574 } 1600 }
1601
1575 return op; 1602 return op;
1576} 1603}
1577 1604
1578/* this function inserts an object in the map, but if it 1605/* 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. 1606 * 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. 1607 * op is the object to insert it under: supplies x and the map.
1581 */ 1608 */
1609void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1610replace_insert_ob_in_map (const char *arch_string, object *op)
1611{
1583 object *tmp; 1612 object *
1584 object *tmp1; 1613 tmp;
1614 object *
1615 tmp1;
1585 1616
1586 /* first search for itself and remove any old instances */ 1617 /* first search for itself and remove any old instances */
1587 1618
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1619 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1620 {
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1621 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1622 {
1590 remove_ob(tmp); 1623 remove_ob (tmp);
1591 free_object(tmp); 1624 free_object (tmp);
1592 } 1625 }
1593 } 1626 }
1594 1627
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1628 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1629
1597 1630 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1631 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1632 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1633}
1601 1634
1602/* 1635/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1636 * 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 1637 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0). 1638 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the 1639 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1640 * global static errmsg array.
1608 */ 1641 */
1609 1642
1643object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1644get_split_ob (object *orig_ob, uint32 nr)
1611 object *newob; 1645{
1646 object *
1647 newob;
1648 int
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1649 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1650
1614 if(orig_ob->nrof<nr) { 1651 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1652 {
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1653 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1654 return NULL;
1618 } 1655 }
1656
1619 newob = object_create_clone(orig_ob); 1657 newob = object_create_clone (orig_ob);
1658
1620 if((orig_ob->nrof-=nr)<1) { 1659 if ((orig_ob->nrof -= nr) < 1)
1660 {
1621 if ( ! is_removed) 1661 if (!is_removed)
1622 remove_ob(orig_ob); 1662 remove_ob (orig_ob);
1623 free_object2(orig_ob, 1); 1663 free_object2 (orig_ob, 1);
1624 } 1664 }
1625 else if ( ! is_removed) { 1665 else if (!is_removed)
1666 {
1626 if(orig_ob->env!=NULL) 1667 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1668 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1669 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1670 {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1671 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"); 1672 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL; 1673 return NULL;
1633 } 1674 }
1634 } 1675 }
1676
1635 newob->nrof=nr; 1677 newob->nrof = nr;
1636 1678
1637 return newob; 1679 return newob;
1638} 1680}
1639 1681
1640/* 1682/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1683 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1684 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1685 * is subsequently removed and freed.
1644 * 1686 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1687 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1688 */
1647 1689
1690object *
1648object *decrease_ob_nr (object *op, uint32 i) 1691decrease_ob_nr (object *op, uint32 i)
1649{ 1692{
1650 object *tmp; 1693 object *tmp;
1651 player *pl; 1694 player *pl;
1652 1695
1653 if (i == 0) /* objects with op->nrof require this check */ 1696 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1697 return op;
1655 1698
1656 if (i > op->nrof) 1699 if (i > op->nrof)
1657 i = op->nrof; 1700 i = op->nrof;
1658 1701
1659 if (QUERY_FLAG (op, FLAG_REMOVED)) 1702 if (QUERY_FLAG (op, FLAG_REMOVED))
1703 op->nrof -= i;
1704 else if (op->env != NULL)
1705 {
1706 /* is this object in the players inventory, or sub container
1707 * therein?
1708 */
1709 tmp = is_player_inv (op->env);
1710 /* nope. Is this a container the player has opened?
1711 * If so, set tmp to that player.
1712 * IMO, searching through all the players will mostly
1713 * likely be quicker than following op->env to the map,
1714 * and then searching the map for a player.
1715 */
1716 if (!tmp)
1717 {
1718 for (pl = first_player; pl; pl = pl->next)
1719 if (pl->ob->container == op->env)
1720 break;
1721 if (pl)
1722 tmp = pl->ob;
1723 else
1724 tmp = NULL;
1725 }
1726
1727 if (i < op->nrof)
1728 {
1729 sub_weight (op->env, op->weight * i);
1730 op->nrof -= i;
1731 if (tmp)
1732 {
1733 esrv_send_item (tmp, op);
1734 }
1735 }
1736 else
1737 {
1738 remove_ob (op);
1739 op->nrof = 0;
1740 if (tmp)
1741 {
1742 esrv_del_item (tmp->contr, op->count);
1743 }
1744 }
1660 { 1745 }
1746 else
1747 {
1748 object *above = op->above;
1749
1750 if (i < op->nrof)
1661 op->nrof -= i; 1751 op->nrof -= i;
1662 } 1752 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 } 1753 {
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); 1754 remove_ob (op);
1690 op->nrof = 0; 1755 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 } 1756 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699 1757
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 */ 1758 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1759 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1760 if (tmp->type == PLAYER)
1761 {
1709 if (op->nrof) 1762 if (op->nrof)
1710 esrv_send_item(tmp, op); 1763 esrv_send_item (tmp, op);
1711 else 1764 else
1712 esrv_del_item(tmp->contr, op->count); 1765 esrv_del_item (tmp->contr, op->count);
1713 } 1766 }
1714 } 1767 }
1715 1768
1716 if (op->nrof) { 1769 if (op->nrof)
1717 return op; 1770 return op;
1718 } else { 1771 else
1772 {
1719 free_object (op); 1773 free_object (op);
1720 return NULL; 1774 return NULL;
1721 } 1775 }
1722} 1776}
1723 1777
1724/* 1778/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1779 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1780 * and also updates how much the environment(s) is/are carrying.
1727 */ 1781 */
1728 1782
1783void
1729void add_weight (object *op, signed long weight) { 1784add_weight (object *op, signed long weight)
1785{
1730 while (op!=NULL) { 1786 while (op != NULL)
1787 {
1731 if (op->type == CONTAINER) { 1788 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1789 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1790
1734 op->carrying+=weight; 1791 op->carrying += weight;
1735 op=op->env; 1792 op = op->env;
1736 } 1793 }
1737} 1794}
1738 1795
1739/* 1796/*
1740 * insert_ob_in_ob(op,environment): 1797 * insert_ob_in_ob(op,environment):
1741 * This function inserts the object op in the linked list 1798 * This function inserts the object op in the linked list
1748 * 1805 *
1749 * The function returns now pointer to inserted item, and return value can 1806 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1807 * be != op, if items are merged. -Tero
1751 */ 1808 */
1752 1809
1810object *
1753object *insert_ob_in_ob(object *op,object *where) { 1811insert_ob_in_ob (object *op, object *where)
1754 object *tmp, *otmp; 1812{
1813 object *
1814 tmp, *
1815 otmp;
1755 1816
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1817 if (!QUERY_FLAG (op, FLAG_REMOVED))
1818 {
1757 dump_object(op); 1819 dump_object (op);
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1820 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1759 return op; 1821 return op;
1760 } 1822 }
1823
1761 if(where==NULL) { 1824 if (where == NULL)
1825 {
1762 dump_object(op); 1826 dump_object (op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1827 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1764 return op; 1828 return op;
1765 } 1829 }
1830
1766 if (where->head) { 1831 if (where->head)
1767 LOG(llevDebug, 1832 {
1768 "Warning: Tried to insert object wrong part of multipart object.\n"); 1833 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head; 1834 where = where->head;
1770 } 1835 }
1836
1771 if (op->more) { 1837 if (op->more)
1838 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1839 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1840 return op;
1775 } 1841 }
1842
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1843 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1844 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1845 if (op->nrof)
1846 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1847 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1848 if (CAN_MERGE (tmp, op))
1849 {
1781 /* return the original object and remove inserted object 1850 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1851 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1852 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1853 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1854 * tmp->nrof, we need to increase the weight.
1786 */ 1855 */
1787 add_weight (where, op->weight*op->nrof); 1856 add_weight (where, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1857 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1858 free_object (op); /* free the inserted object */
1790 op = tmp; 1859 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1860 remove_ob (op); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1861 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1862 break;
1794 } 1863 }
1795 1864
1796 /* I assume combined objects have no inventory 1865 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1866 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1867 * (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 1868 * the weight, so we need to add it in again, since we actually do
1800 * the linking below 1869 * the linking below
1801 */ 1870 */
1802 add_weight (where, op->weight*op->nrof); 1871 add_weight (where, op->weight * op->nrof);
1872 }
1803 } else 1873 else
1804 add_weight (where, (op->weight+op->carrying)); 1874 add_weight (where, (op->weight + op->carrying));
1805 1875
1806 otmp=is_player_inv(where); 1876 otmp = is_player_inv (where);
1807 if (otmp&&otmp->contr!=NULL) { 1877 if (otmp && otmp->contr != NULL)
1878 {
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1879 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1880 fix_player (otmp);
1810 } 1881 }
1811 1882
1812 op->map=NULL; 1883 op->map = NULL;
1813 op->env=where; 1884 op->env = where;
1814 op->above=NULL; 1885 op->above = NULL;
1815 op->below=NULL; 1886 op->below = NULL;
1816 op->x=0,op->y=0; 1887 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1888
1819 /* reset the light list and los of the players on the map */ 1889 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1890 if ((op->glow_radius != 0) && where->map)
1821 { 1891 {
1822#ifdef DEBUG_LIGHTS 1892#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1893 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1894#endif /* DEBUG_LIGHTS */
1895 if (MAP_DARKNESS (where->map))
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1896 update_all_los (where->map, where->x, where->y);
1827 } 1897 }
1828 1898
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1899 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function... 1900 * It sure simplifies this function...
1831 */ 1901 */
1832 if (where->inv==NULL) 1902 if (where->inv == NULL)
1833 where->inv=op; 1903 where->inv = op;
1834 else { 1904 else
1905 {
1835 op->below = where->inv; 1906 op->below = where->inv;
1836 op->below->above = op; 1907 op->below->above = op;
1837 where->inv = op; 1908 where->inv = op;
1838 } 1909 }
1839 return op; 1910 return op;
1840} 1911}
1841 1912
1842/* 1913/*
1843 * Checks if any objects has a move_type that matches objects 1914 * 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 1929 * 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 1930 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1931 * on top.
1861 */ 1932 */
1862 1933
1934int
1863int check_move_on (object *op, object *originator) 1935check_move_on (object *op, object *originator)
1864{ 1936{
1865 object *tmp; 1937 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1938 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1939 int x = op->x, y = op->y;
1940
1869 MoveType move_on, move_slow, move_block; 1941 MoveType move_on, move_slow, move_block;
1870 1942
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1943 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1944 return 0;
1873 1945
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1946 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); 1947 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); 1948 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1949
1880 /* if nothing on this space will slow op down or be applied, 1950 /* 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 1951 * 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 1952 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1953 * as walking.
1884 */ 1954 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1955 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1956 return 0;
1887 1957
1888 /* This is basically inverse logic of that below - basically, 1958 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1959 * 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 1960 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1961 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1962 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1963 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; 1964 return 0;
1895 1965
1896 /* The objects have to be checked from top to bottom. 1966 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1967 * Hence, we first go to the top:
1898 */ 1968 */
1899 1969
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1970 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) { 1971 {
1902 /* Trim the search when we find the first other spell effect 1972 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1973 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1974 * we don't need to check all of them.
1905 */ 1975 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1976 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1977 break;
1978 }
1979
1980 for (; tmp; tmp = tmp->below)
1907 } 1981 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1982 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1983 continue; /* Can't apply yourself */
1910 1984
1911 /* Check to see if one of the movement types should be slowed down. 1985 /* 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 1986 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1987 * (~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 1988 * 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. 1989 * swim on that space, can't use it to avoid the penalty.
1916 */ 1990 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1991 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1992 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1993 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)) { 1994 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1995 {
1921 1996
1922 float diff; 1997 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1998 diff = tmp->move_slow_penalty * FABS (op->speed);
1999
1925 if (op->type == PLAYER) { 2000 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2001 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))) { 2002 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 2003 diff /= 4.0;
1929 } 2004
1930 }
1931 op->speed_left -= diff; 2005 op->speed_left -= diff;
1932 } 2006 }
1933 } 2007 }
1934 2008
1935 /* Basically same logic as above, except now for actual apply. */ 2009 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2010 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)) { 2011 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 2012 {
1940 move_apply(tmp, op, originator); 2013 move_apply (tmp, op, originator);
2014
1941 if (was_destroyed (op, tag)) 2015 if (op->destroyed ())
1942 return 1; 2016 return 1;
1943 2017
1944 /* what the person/creature stepped onto has moved the object 2018 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 2019 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 2020 * have a feeling strange problems would result.
1947 */ 2021 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 2022 if (op->map != m || op->x != x || op->y != y)
2023 return 0;
1949 } 2024 }
1950 } 2025 }
2026
1951 return 0; 2027 return 0;
1952} 2028}
1953 2029
1954/* 2030/*
1955 * present_arch(arch, map, x, y) searches for any objects with 2031 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 2032 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1958 */ 2034 */
1959 2035
2036object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2037present_arch (const archetype *at, maptile *m, int x, int y)
2038{
1961 object *tmp; 2039 object *
2040 tmp;
2041
1962 if(m==NULL || out_of_map(m,x,y)) { 2042 if (m == NULL || out_of_map (m, x, y))
2043 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 2044 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 2045 return NULL;
1965 } 2046 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2047 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1967 if(tmp->arch == at) 2048 if (tmp->arch == at)
1968 return tmp; 2049 return tmp;
1969 return NULL; 2050 return NULL;
1970} 2051}
1971 2052
1972/* 2053/*
1973 * present(type, map, x, y) searches for any objects with 2054 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 2055 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 2056 * The first matching object is returned, or NULL if none.
1976 */ 2057 */
1977 2058
2059object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 2060present (unsigned char type, maptile *m, int x, int y)
2061{
1979 object *tmp; 2062 object *
2063 tmp;
2064
1980 if(out_of_map(m,x,y)) { 2065 if (out_of_map (m, x, y))
2066 {
1981 LOG(llevError,"Present called outside map.\n"); 2067 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 2068 return NULL;
1983 } 2069 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2070 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if(tmp->type==type) 2071 if (tmp->type == type)
1986 return tmp; 2072 return tmp;
1987 return NULL; 2073 return NULL;
1988} 2074}
1989 2075
1990/* 2076/*
1991 * present_in_ob(type, object) searches for any objects with 2077 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 2078 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 2079 * The first matching object is returned, or NULL if none.
1994 */ 2080 */
1995 2081
2082object *
1996object *present_in_ob(unsigned char type, const object *op) { 2083present_in_ob (unsigned char type, const object *op)
2084{
1997 object *tmp; 2085 object *
2086 tmp;
2087
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 2089 if (tmp->type == type)
2000 return tmp; 2090 return tmp;
2001 return NULL; 2091 return NULL;
2002} 2092}
2003 2093
2004/* 2094/*
2014 * the object name, not the archetype name. this is so that the 2104 * 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 2105 * spell code can use one object type (force), but change it's name
2016 * to be unique. 2106 * to be unique.
2017 */ 2107 */
2018 2108
2109object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 2110present_in_ob_by_name (int type, const char *str, const object *op)
2111{
2020 object *tmp; 2112 object *
2113 tmp;
2021 2114
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2115 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2116 {
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2117 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 2118 return tmp;
2025 } 2119 }
2026 return NULL; 2120 return NULL;
2027} 2121}
2028 2122
2029/* 2123/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 2124 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 2125 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 2126 * The first matching object is returned, or NULL if none.
2033 */ 2127 */
2034 2128
2129object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 2130present_arch_in_ob (const archetype *at, const object *op)
2131{
2036 object *tmp; 2132 object *
2133 tmp;
2134
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 2136 if (tmp->arch == at)
2039 return tmp; 2137 return tmp;
2040 return NULL; 2138 return NULL;
2041} 2139}
2042 2140
2043/* 2141/*
2044 * activate recursively a flag on an object inventory 2142 * activate recursively a flag on an object inventory
2045 */ 2143 */
2144void
2046void flag_inv(object*op, int flag){ 2145flag_inv (object *op, int flag)
2146{
2047 object *tmp; 2147 object *
2148 tmp;
2149
2048 if(op->inv) 2150 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2151 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2152 {
2050 SET_FLAG(tmp, flag); 2153 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 2154 flag_inv (tmp, flag);
2052 } 2155 }
2053}/* 2156} /*
2054 * desactivate recursively a flag on an object inventory 2157 * desactivate recursively a flag on an object inventory
2055 */ 2158 */
2159void
2056void unflag_inv(object*op, int flag){ 2160unflag_inv (object *op, int flag)
2161{
2057 object *tmp; 2162 object *
2163 tmp;
2164
2058 if(op->inv) 2165 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2166 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2167 {
2060 CLEAR_FLAG(tmp, flag); 2168 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 2169 unflag_inv (tmp, flag);
2062 } 2170 }
2063} 2171}
2064 2172
2065/* 2173/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2174 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively). 2175 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for 2176 * 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. 2177 * him/her-self and all object carried by a call to this function.
2070 */ 2178 */
2071 2179
2180void
2072void set_cheat(object *op) { 2181set_cheat (object *op)
2182{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 2183 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 2184 flag_inv (op, FLAG_WAS_WIZ);
2075} 2185}
2076 2186
2077/* 2187/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 2188 * 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 2189 * 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 2204 * 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 2205 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2206 * customized, changed states, etc.
2097 */ 2207 */
2098 2208
2209int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2210find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211{
2212 int
2213 i,
2100 int i,index=0, flag; 2214 index = 0, flag;
2215 static int
2101 static int altern[SIZEOFFREE]; 2216 altern[SIZEOFFREE];
2102 2217
2103 for(i=start;i<stop;i++) { 2218 for (i = start; i < stop; i++)
2219 {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2220 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2105 if(!flag) 2221 if (!flag)
2106 altern[index++]=i; 2222 altern[index++] = i;
2107 2223
2108 /* Basically, if we find a wall on a space, we cut down the search size. 2224 /* 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. 2225 * 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 - 2226 * 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 2227 * 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 2228 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 2229 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 2230 * won't look 2 spaces south of the target space.
2115 */ 2231 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2232 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 2233 stop = maxfree[i];
2118 } 2234 }
2119 if(!index) return -1; 2235 if (!index)
2236 return -1;
2120 return altern[RANDOM()%index]; 2237 return altern[RANDOM () % index];
2121} 2238}
2122 2239
2123/* 2240/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 2241 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 2242 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 2243 * 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. 2244 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 2245 */
2129 2246
2247int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2248find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249{
2250 int
2131 int i; 2251 i;
2252
2132 for(i=0;i<SIZEOFFREE;i++) { 2253 for (i = 0; i < SIZEOFFREE; i++)
2254 {
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2255 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 2256 return i;
2135 } 2257 }
2136 return -1; 2258 return -1;
2137} 2259}
2138 2260
2139/* 2261/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2262 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2263 * arr[begin..end-1].
2142 */ 2264 */
2265static void
2143static void permute(int *arr, int begin, int end) 2266permute (int *arr, int begin, int end)
2144{ 2267{
2145 int i, j, tmp, len; 2268 int
2269 i,
2270 j,
2271 tmp,
2272 len;
2146 2273
2147 len = end-begin; 2274 len = end - begin;
2148 for(i = begin; i < end; i++) 2275 for (i = begin; i < end; i++)
2149 { 2276 {
2150 j = begin+RANDOM()%len; 2277 j = begin + RANDOM () % len;
2151 2278
2152 tmp = arr[i]; 2279 tmp = arr[i];
2153 arr[i] = arr[j]; 2280 arr[i] = arr[j];
2154 arr[j] = tmp; 2281 arr[j] = tmp;
2155 } 2282 }
2156} 2283}
2157 2284
2158/* new function to make monster searching more efficient, and effective! 2285/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2286 * 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 2287 * 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 2288 * 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 2289 * 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. 2290 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2291 */
2292void
2165void get_search_arr(int *search_arr) 2293get_search_arr (int *search_arr)
2166{ 2294{
2295 int
2167 int i; 2296 i;
2168 2297
2169 for(i = 0; i < SIZEOFFREE; i++) 2298 for (i = 0; i < SIZEOFFREE; i++)
2170 { 2299 {
2171 search_arr[i] = i; 2300 search_arr[i] = i;
2172 } 2301 }
2173 2302
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2303 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2304 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2305 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2306}
2178 2307
2179/* 2308/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2309 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2310 * given map at the given coordinates for live objects.
2187 * is actually want is going to try and move there. We need this info 2316 * 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 2317 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2318 * there is capable of.
2190 */ 2319 */
2191 2320
2321int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2322find_dir (maptile *m, int x, int y, object *exclude)
2323{
2324 int
2325 i,
2193 int i,max=SIZEOFFREE, mflags; 2326 max = SIZEOFFREE, mflags;
2327
2194 sint16 nx, ny; 2328 sint16 nx, ny;
2195 object *tmp; 2329 object *
2196 mapstruct *mp; 2330 tmp;
2331 maptile *
2332 mp;
2333
2197 MoveType blocked, move_type; 2334 MoveType blocked, move_type;
2198 2335
2199 if (exclude && exclude->head) { 2336 if (exclude && exclude->head)
2337 {
2200 exclude = exclude->head; 2338 exclude = exclude->head;
2201 move_type = exclude->move_type; 2339 move_type = exclude->move_type;
2202 } else { 2340 }
2341 else
2342 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2343 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2344 move_type = MOVE_ALL;
2345 }
2346
2347 for (i = 1; i < max; i++)
2205 } 2348 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2349 mp = m;
2209 nx = x + freearr_x[i]; 2350 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2351 ny = y + freearr_y[i];
2211 2352
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2353 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2213 if (mflags & P_OUT_OF_MAP) { 2354 if (mflags & P_OUT_OF_MAP)
2355 {
2214 max = maxfree[i]; 2356 max = maxfree[i];
2357 }
2215 } else { 2358 else
2359 {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2360 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2217 2361
2218 if ((move_type & blocked) == move_type) { 2362 if ((move_type & blocked) == move_type)
2363 {
2219 max=maxfree[i]; 2364 max = maxfree[i];
2365 }
2220 } else if (mflags & P_IS_ALIVE) { 2366 else if (mflags & P_IS_ALIVE)
2367 {
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2368 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2369 {
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2370 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 {
2224 break; 2372 break;
2225 } 2373 }
2226 } 2374 }
2227 if(tmp) { 2375 if (tmp)
2376 {
2228 return freedir[i]; 2377 return freedir[i];
2229 } 2378 }
2230 } 2379 }
2231 } 2380 }
2232 } 2381 }
2233 return 0; 2382 return 0;
2234} 2383}
2235 2384
2236/* 2385/*
2237 * distance(object 1, object 2) will return the square of the 2386 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2387 * distance between the two given objects.
2239 */ 2388 */
2240 2389
2390int
2241int distance(const object *ob1, const object *ob2) { 2391distance (const object *ob1, const object *ob2)
2392{
2242 int i; 2393 int
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2394 i;
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2395
2396 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2245 return i; 2397 return i;
2246} 2398}
2247 2399
2248/* 2400/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2401 * 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 2402 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2403 * object, needs to travel toward it.
2252 */ 2404 */
2253 2405
2406int
2254int find_dir_2(int x, int y) { 2407find_dir_2 (int x, int y)
2408{
2255 int q; 2409 int
2410 q;
2256 2411
2257 if(y) 2412 if (y)
2258 q=x*100/y; 2413 q = x * 100 / y;
2259 else if (x) 2414 else if (x)
2260 q= -300*x; 2415 q = -300 * x;
2261 else 2416 else
2262 return 0; 2417 return 0;
2263 2418
2264 if(y>0) { 2419 if (y > 0)
2420 {
2265 if(q < -242) 2421 if (q < -242)
2266 return 3 ; 2422 return 3;
2267 if (q < -41) 2423 if (q < -41)
2268 return 2 ; 2424 return 2;
2269 if (q < 41) 2425 if (q < 41)
2270 return 1 ; 2426 return 1;
2271 if (q < 242) 2427 if (q < 242)
2272 return 8 ; 2428 return 8;
2273 return 7 ; 2429 return 7;
2274 } 2430 }
2275 2431
2276 if (q < -242) 2432 if (q < -242)
2277 return 7 ; 2433 return 7;
2278 if (q < -41) 2434 if (q < -41)
2279 return 6 ; 2435 return 6;
2280 if (q < 41) 2436 if (q < 41)
2281 return 5 ; 2437 return 5;
2282 if (q < 242) 2438 if (q < 242)
2283 return 4 ; 2439 return 4;
2284 2440
2285 return 3 ; 2441 return 3;
2286} 2442}
2287 2443
2288/* 2444/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2445 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2446 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2447 * "overflow" in previous calculations of a direction).
2292 */ 2448 */
2293 2449
2450int
2294int absdir(int d) { 2451absdir (int d)
2295 while(d<1) d+=8; 2452{
2296 while(d>8) d-=8; 2453 while (d < 1)
2454 d += 8;
2455 while (d > 8)
2456 d -= 8;
2297 return d; 2457 return d;
2298} 2458}
2299 2459
2300/* 2460/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2461 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2462 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2463 */
2304 2464
2465int
2305int dirdiff(int dir1, int dir2) { 2466dirdiff (int dir1, int dir2)
2467{
2306 int d; 2468 int
2469 d;
2470
2307 d = abs(dir1 - dir2); 2471 d = abs (dir1 - dir2);
2308 if(d>4) 2472 if (d > 4)
2309 d = 8 - d; 2473 d = 8 - d;
2310 return d; 2474 return d;
2311} 2475}
2312 2476
2313/* peterm: 2477/* peterm:
2318 * direction 4, 14, or 16 to get back to where we are. 2482 * 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 2483 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2484 * functions.
2321 */ 2485 */
2322 2486
2487int
2323int reduction_dir[SIZEOFFREE][3] = { 2488 reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2489 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2490 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2491 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2492 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2493 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2494 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2495 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2496 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2497 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2498 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2499 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2500 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2501 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2502 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2503 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2504 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2505 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2506 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2507 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2508 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2509 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2510 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2511 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2512 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2513 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2514 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2515 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2516 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2517 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2518 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2519 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2520 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2521 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2522 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2523 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2524 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2525 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2526 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2527 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2528 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2529 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2530 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2531 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2532 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2533 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2534 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2535 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2536 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2537 {24, 9, -1}
2538}; /* 48 */
2373 2539
2374/* Recursive routine to step back and see if we can 2540/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2541 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2542 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2543 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2544 * Modified to be map tile aware -.MSW
2379 */ 2545 */
2380
2381 2546
2547
2548int
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2549can_see_monsterP (maptile *m, int x, int y, int dir)
2550{
2383 sint16 dx, dy; 2551 sint16 dx, dy;
2552 int
2384 int mflags; 2553 mflags;
2385 2554
2555 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2556 return 0; /* exit condition: invalid direction */
2387 2557
2388 dx = x + freearr_x[dir]; 2558 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2559 dy = y + freearr_y[dir];
2390 2560
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2561 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2562
2393 /* This functional arguably was incorrect before - it was 2563 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2564 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2565 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2566 * 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 2567 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2568 * at least its move type.
2399 */ 2569 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2570 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2571 return 0;
2401 2572
2402 /* yes, can see. */ 2573 /* yes, can see. */
2403 if(dir < 9) return 1; 2574 if (dir < 9)
2575 return 1;
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2576 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2577 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} 2578}
2408 2579
2409 2580
2410 2581
2411/* 2582/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2583 * 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 2584 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2585 * picked up, otherwise 0.
2415 * 2586 *
2417 * core dumps if they do. 2588 * core dumps if they do.
2418 * 2589 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2590 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2591 */
2421 2592
2593int
2422int can_pick(const object *who, const object *item) { 2594can_pick (const object *who, const object *item)
2595{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2596 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2597 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2598 !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} 2599}
2428 2600
2429 2601
2430/* 2602/*
2431 * create clone from object to another 2603 * create clone from object to another
2432 */ 2604 */
2605object *
2433object *object_create_clone (object *asrc) { 2606object_create_clone (object *asrc)
2607{
2608 object *
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2609 dst = NULL, *tmp, *src, *part, *prev, *item;
2435 2610
2611 if (!asrc)
2436 if(!asrc) return NULL; 2612 return NULL;
2437 src = asrc; 2613 src = asrc;
2438 if(src->head) 2614 if (src->head)
2439 src = src->head; 2615 src = src->head;
2440 2616
2441 prev = NULL; 2617 prev = NULL;
2442 for(part = src; part; part = part->more) { 2618 for (part = src; part; part = part->more)
2619 {
2443 tmp = get_object(); 2620 tmp = get_object ();
2444 copy_object(part,tmp); 2621 copy_object (part, tmp);
2445 tmp->x -= src->x; 2622 tmp->x -= src->x;
2446 tmp->y -= src->y; 2623 tmp->y -= src->y;
2447 if(!part->head) { 2624 if (!part->head)
2625 {
2448 dst = tmp; 2626 dst = tmp;
2449 tmp->head = NULL; 2627 tmp->head = NULL;
2628 }
2450 } else { 2629 else
2630 {
2451 tmp->head = dst; 2631 tmp->head = dst;
2452 } 2632 }
2453 tmp->more = NULL; 2633 tmp->more = NULL;
2454 if(prev) 2634 if (prev)
2455 prev->more = tmp; 2635 prev->more = tmp;
2456 prev = tmp; 2636 prev = tmp;
2457 } 2637 }
2458 /*** copy inventory ***/ 2638
2459 for(item = src->inv; item; item = item->below) { 2639 for (item = src->inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2640 insert_ob_in_ob (object_create_clone (item), dst);
2461 }
2462 2641
2463 return dst; 2642 return dst;
2464}
2465
2466/* return true if the object was destroyed, 0 otherwise */
2467int was_destroyed (const object *op, tag_t old_tag)
2468{
2469 /* checking for FLAG_FREED isn't necessary, but makes this function more
2470 * robust */
2471 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2472} 2643}
2473 2644
2474/* GROS - Creates an object using a string representing its content. */ 2645/* GROS - Creates an object using a string representing its content. */
2475/* Basically, we save the content of the string to a temp file, then call */ 2646/* Basically, we save the content of the string to a temp file, then call */
2476/* load_object on it. I admit it is a highly inefficient way to make things, */ 2647/* load_object on it. I admit it is a highly inefficient way to make things, */
2477/* but it was simple to make and allows reusing the load_object function. */ 2648/* but it was simple to make and allows reusing the load_object function. */
2478/* Remember not to use load_object_str in a time-critical situation. */ 2649/* Remember not to use load_object_str in a time-critical situation. */
2479/* Also remember that multiparts objects are not supported for now. */ 2650/* Also remember that multiparts objects are not supported for now. */
2480 2651
2652object *
2481object* load_object_str(const char *obstr) 2653load_object_str (const char *obstr)
2482{ 2654{
2483 object *op; 2655 object *op;
2484 char filename[MAX_BUF]; 2656 char filename[MAX_BUF];
2657
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2658 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2659
2487 FILE *tempfile=fopen(filename,"w"); 2660 FILE *tempfile = fopen (filename, "w");
2661
2488 if (tempfile == NULL) 2662 if (tempfile == NULL)
2489 { 2663 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2664 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2665 return NULL;
2492 }; 2666 }
2667
2493 fprintf(tempfile,obstr); 2668 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2669 fclose (tempfile);
2495 2670
2496 op=get_object(); 2671 op = get_object ();
2497 2672
2498 object_thawer thawer (filename); 2673 object_thawer thawer (filename);
2674
2499 if (thawer) 2675 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2676 load_object (thawer, op, 0);
2677
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2678 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2679 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2680
2504 return op; 2681 return op;
2505} 2682}
2506 2683
2507/* This returns the first object in who's inventory that 2684/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2685 * has the same type and subtype match.
2509 * returns NULL if no match. 2686 * returns NULL if no match.
2510 */ 2687 */
2688object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2689find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2690{
2513 object *tmp; 2691 object *tmp;
2514 2692
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2693 for (tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2694 if (tmp->type == type && tmp->subtype == subtype)
2695 return tmp;
2517 2696
2518 return NULL; 2697 return NULL;
2519} 2698}
2520 2699
2521/* If ob has a field named key, return the link from the list, 2700/* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL. 2701 * otherwise return NULL.
2523 * 2702 *
2524 * key must be a passed in shared string - otherwise, this won't 2703 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing. 2704 * do the desired thing.
2526 */ 2705 */
2706key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2707get_ob_key_link (const object *ob, const char *key)
2708{
2528 key_value * link; 2709 key_value *link;
2529 2710
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2711 for (link = ob->key_values; link != NULL; link = link->next)
2531 if (link->key == key) { 2712 if (link->key == key)
2532 return link; 2713 return link;
2533 } 2714
2534 }
2535
2536 return NULL; 2715 return NULL;
2537} 2716}
2538 2717
2539/* 2718/*
2540 * Returns the value of op has an extra_field for key, or NULL. 2719 * Returns the value of op has an extra_field for key, or NULL.
2541 * 2720 *
2542 * The argument doesn't need to be a shared string. 2721 * The argument doesn't need to be a shared string.
2543 * 2722 *
2544 * The returned string is shared. 2723 * The returned string is shared.
2545 */ 2724 */
2725const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2726get_ob_key_value (const object *op, const char *const key)
2727{
2547 key_value * link; 2728 key_value *link;
2548 const char * canonical_key; 2729 shstr_cmp canonical_key (key);
2730
2731 if (!canonical_key)
2549 2732 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2733 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2734 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2735 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2736 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2737 */
2558 return NULL; 2738 return 0;
2559 } 2739 }
2560 2740
2561 /* This is copied from get_ob_key_link() above - 2741 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2742 * only 4 lines, and saves the function call overhead.
2563 */ 2743 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2744 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2745 if (link->key == canonical_key)
2566 return link->value; 2746 return link->value;
2567 } 2747
2568 } 2748 return 0;
2569 return NULL;
2570} 2749}
2571 2750
2572 2751
2573/* 2752/*
2574 * Updates the canonical_key in op to value. 2753 * 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 2757 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys. 2758 * keys.
2580 * 2759 *
2581 * Returns TRUE on success. 2760 * Returns TRUE on success.
2582 */ 2761 */
2762int
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2763set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764{
2765 key_value *
2584 key_value * field = NULL, *last=NULL; 2766 field = NULL, *last = NULL;
2585 2767
2586 for (field=op->key_values; field != NULL; field=field->next) { 2768 for (field = op->key_values; field != NULL; field = field->next)
2769 {
2587 if (field->key != canonical_key) { 2770 if (field->key != canonical_key)
2771 {
2588 last = field; 2772 last = field;
2589 continue; 2773 continue;
2590 } 2774 }
2591 2775
2592 if (value) 2776 if (value)
2593 field->value = value; 2777 field->value = value;
2594 else { 2778 else
2779 {
2595 /* Basically, if the archetype has this key set, 2780 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2781 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2782 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2783 * we get this value back again.
2599 */ 2784 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2785 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2786 field->value = 0;
2787 else
2788 {
2789 if (last)
2790 last->next = field->next;
2602 else 2791 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2792 op->key_values = field->next;
2606 2793
2607 delete field; 2794 delete field;
2608 } 2795 }
2609 } 2796 }
2610 return TRUE; 2797 return TRUE;
2611 } 2798 }
2612 /* IF we get here, key doesn't exist */ 2799 /* IF we get here, key doesn't exist */
2613 2800
2614 /* No field, we'll have to add it. */ 2801 /* No field, we'll have to add it. */
2802
2803 if (!add_key)
2615 2804 {
2616 if (!add_key) {
2617 return FALSE; 2805 return FALSE;
2618 } 2806 }
2619 /* There isn't any good reason to store a null 2807 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2808 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2809 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2810 * be here. If user wants to store empty strings,
2623 * should pass in "" 2811 * should pass in ""
2624 */ 2812 */
2625 if (value == NULL) return TRUE; 2813 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; 2814 return TRUE;
2815
2816 field = new key_value;
2817
2818 field->key = canonical_key;
2819 field->value = value;
2820 /* Usual prepend-addition. */
2821 field->next = op->key_values;
2822 op->key_values = field;
2823
2824 return TRUE;
2636} 2825}
2637 2826
2638/* 2827/*
2639 * Updates the key in op to value. 2828 * Updates the key in op to value.
2640 * 2829 *
2642 * and not add new ones. 2831 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key 2832 * In general, should be little reason FALSE is ever passed in for add_key
2644 * 2833 *
2645 * Returns TRUE on success. 2834 * Returns TRUE on success.
2646 */ 2835 */
2836int
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2837set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2648{ 2838{
2649 shstr key_ (key); 2839 shstr key_ (key);
2840
2650 return set_ob_key_value_s (op, key_, value, add_key); 2841 return set_ob_key_value_s (op, key_, value, add_key);
2651} 2842}
2843
2844object::depth_iterator::depth_iterator (object *container)
2845: iterator_base (container)
2846{
2847 while (item->inv)
2848 item = item->inv;
2849}
2850
2851void
2852object::depth_iterator::next ()
2853{
2854 if (item->below)
2855 {
2856 item = item->below;
2857
2858 while (item->inv)
2859 item = item->inv;
2860 }
2861 else
2862 item = item->env;
2863}
2864
2865// return a suitable string describing an objetc in enough detail to find it
2866const char *
2867object::debug_desc (char *info) const
2868{
2869 char info2[256 * 3];
2870 char *p = info;
2871
2872 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2873 count,
2874 &name,
2875 title ? " " : "",
2876 title ? (const char *)title : "");
2877
2878 if (env)
2879 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880
2881 if (map)
2882 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2883
2884 return info;
2885}
2886
2887const char *
2888object::debug_desc () const
2889{
2890 static char info[256 * 3];
2891 return debug_desc (info);
2892}
2893

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