ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.11 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.56 by root, Sun Dec 3 02:04:57 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
285void dump_object2(object *op) { 379char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#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}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 380dump_object (object *op)
332 if(op==NULL) { 381{
333 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
334 return; 383 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 384
340void dump_all_objects(void) { 385 object_freezer freezer;
341 object *op; 386 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 388}
347 389
348/* 390/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
352 */ 394 */
353 395
396object *
354object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
355 object *tmp,*closest; 399 object *tmp, *closest;
356 int last_dist,i; 400 int last_dist, i;
401
357 if(op->more==NULL) 402 if (op->more == NULL)
358 return op; 403 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
362 return closest; 407 return closest;
363} 408}
364 409
365/* 410/*
366 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
367 */ 412 */
368 413
414object *
369object *find_object(tag_t i) { 415find_object (tag_t i)
370 object *op; 416{
371 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 418 if (op->count == i)
373 break; 419 return op;
420
374 return op; 421 return 0;
375} 422}
376 423
377/* 424/*
378 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
381 */ 428 */
382 429
430object *
383object *find_object_name(const char *str) { 431find_object_name (const char *str)
384 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
385 object *op; 434 object *op;
435
386 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 437 if (op->name == str_)
388 break; 438 break;
389 439
390 return op; 440 return op;
391} 441}
392 442
443void
393void free_all_object_data(void) { 444free_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{ 445{
435 if (!op) return; 446 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} 447}
443
444
445 448
446/* 449/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 451 * skill and experience objects.
449 */ 452 */
450void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
451{ 455{
452 if(owner==NULL||op==NULL) 456 if (!owner)
453 return; 457 return;
454 458
455 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* 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 461 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 463 * 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. 464 * didn't match, this check is valid and I believe that cause is valid.
461 */ 465 */
462 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
464 468
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; 469 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} 470}
518 471
519/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 473 * refcounts and freeing the links.
521 */ 474 */
475static void
522static void free_key_values(object * op) 476free_key_values (object *op)
523{ 477{
524 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
525 { 479 {
526 key_value *next = i->next; 480 key_value *next = i->next;
527 delete i; 481 delete i;
482
528 i = next; 483 i = next;
529 } 484 }
530 485
531 op->key_values = 0; 486 op->key_values = 0;
532} 487}
533 488
534/* 489void 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{ 490{
541 op->clear (); 491 attachable_base::clear ();
542 492
543 free_key_values (op); 493 free_key_values (this);
544 494
545 /* the memset will clear all these values for us, but we need 495 owner = 0;
546 * to reduce the refcount on them. 496 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 497 name_pl = 0;
550 op->title = 0; 498 title = 0;
551 op->race = 0; 499 race = 0;
552 op->slaying = 0; 500 slaying = 0;
553 op->skill = 0; 501 skill = 0;
554 op->msg = 0; 502 msg = 0;
555 op->lore = 0; 503 lore = 0;
504 custom_name = 0;
556 op->materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
557 517
558 memset((void*)op, 0, sizeof (object_special)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 519
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
564 521
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 */ 522 /* What is not cleared is next, prev, and count */
578 523
579 op->expmul=1.0; 524 expmul = 1.0;
580 op->face = blank_face; 525 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 526
583 if (settings.casting_time) 527 if (settings.casting_time)
584 op->casting_time = -1; 528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585} 538}
586 539
587/* 540/*
588 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * 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 545 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 546 * will point at garbage.
594 */ 547 */
595 548void
596void copy_object(object *op2, object *op) 549copy_object (object *op2, object *op)
597{ 550{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
599 553
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op); 554 op2->clone (op);
606 555
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 556 if (is_freed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
609 560
610 if (op2->speed < 0) 561 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
612 563
613 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 565 if (op2->key_values)
566 {
615 key_value *tail = NULL; 567 key_value *tail = 0;
616 key_value *i; 568 key_value *i;
617 569
618 op->key_values = NULL; 570 op->key_values = 0;
619 571
620 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
621 { 573 {
622 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
623 575
624 new_link->next = NULL; 576 new_link->next = 0;
625 new_link->key = i->key; 577 new_link->key = i->key;
626 new_link->value = i->value; 578 new_link->value = i->value;
627 579
628 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 581 if (!op->key_values)
630 { 582 {
631 op->key_values = new_link; 583 op->key_values = new_link;
632 tail = new_link; 584 tail = new_link;
633 } 585 }
634 else 586 else
635 { 587 {
636 tail->next = new_link; 588 tail->next = new_link;
637 tail = new_link; 589 tail = new_link;
638 } 590 }
639 } 591 }
640 } 592 }
641 593
642 update_ob_speed (op); 594 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} 595}
721 596
722/* 597/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * 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 599 * 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. 600 * be called to update the face variable, _and_ how it looks on the map.
726 */ 601 */
727 602
603void
728void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 607 return;
731 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
733} 610}
734 611
735/* 612/*
736 * Updates the speed of an object. If the speed changes from 0 to another 613 * 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. 614 * 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. 615 * This function needs to be called whenever the speed of an object changes.
739 */ 616 */
740 617void
741void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
742 extern int arch_init; 620 extern int arch_init;
743 621
744 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 623 * since they never really need to be updated.
746 */ 624 */
747 625
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 629#ifdef MANY_CORES
751 abort(); 630 abort ();
752#else 631#else
753 op->speed = 0; 632 op->speed = 0;
754#endif 633#endif
755 } 634 }
635
756 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
757 return; 643 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;
763 644
764 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 646 * of the list. */
766 op->active_next = active_objects; 647 op->active_next = active_objects;
648
767 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
769 active_objects = op; 652 active_objects = op;
653 }
654 else
770 } 655 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 658 return;
775 659
776 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
777 active_objects = op->active_next; 662 active_objects = op->active_next;
663
778 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
780 } 668 {
781 else {
782 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
783 if (op->active_next) 671 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
785 } 673 }
674
786 op->active_next = NULL; 675 op->active_next = NULL;
787 op->active_prev = NULL; 676 op->active_prev = NULL;
788 } 677 }
789} 678}
790 679
791/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
792 * objects. 681 * objects.
794 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
798 */ 687 */
688void
799void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
800{ 690{
801 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 693 return;
804 694
805 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
806 active_objects = op->active_next; 697 active_objects = op->active_next;
807 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
809 } 702 {
810 else {
811 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 704 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
814 } 706 }
815 op->active_next = NULL; 707 op->active_next = NULL;
816 op->active_prev = NULL; 708 op->active_prev = NULL;
817} 709}
818 710
819/* 711/*
820 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * 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. 729 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
839 */ 731 */
840 732
733void
841void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
842 int update_now=0, flags; 736 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
844 738
845 if (op == NULL) { 739 if (op == NULL)
740 {
846 /* this should never happen */ 741 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 743 return;
849 }
850 744 }
745
851 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
852 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
853 * to do in this case. 749 * to do in this case.
854 */ 750 */
855 return; 751 return;
856 } 752 }
857 753
858 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 755 * going to get freed anyways.
860 */ 756 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
862 758 return;
759
863 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 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)) { 762 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 764#ifdef MANY_CORES
868 abort(); 765 abort ();
869#endif 766#endif
870 return; 767 return;
871 }
872 768 }
769
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 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); 772 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); 773 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); 774 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); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 776
880 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 780 update_now = 1;
883 781
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 783 update_now = 1;
886 784
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 786 update_now = 1;
889 787
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 789 update_now = 1;
892 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
893 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
894 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
895 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 801 * to have move_allow right now.
897 */ 802 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 804 update_now = 1;
805
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
901 } 808 }
902 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 811 * that is being removed.
905 */ 812 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 814 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
910 }
911 else { 817 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 819
915 if (update_now) { 820 if (update_now)
821 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 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); 823 update_position (op->map, op->x, op->y);
918 } 824 }
919 825
920 if(op->more!=NULL) 826 if (op->more != NULL)
921 update_object(op->more, action); 827 update_object (op->more, action);
922} 828}
923 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
924 900
925/* 901/*
926 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 903 * 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. 904 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 906 * this function to succeed.
931 * 907 *
932 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 909 * inventory to the ground.
934 */ 910 */
935 911void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 912{
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)) { 913 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 914 return;
915
916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 {
930 freed_map = new maptile;
931
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935
936 freed_map->allocate ();
959 } 937 }
960 if(ob->more!=NULL) { 938
961 free_object2(ob->more, free_inventory); 939 map = freed_map;
962 ob->more=NULL; 940 x = 1;
941 y = 1;
942 }
943
944 if (more)
963 } 945 {
964 if (ob->inv) { 946 more->destroy (destroy_inventory);
947 more = 0;
948 }
949
950 if (inv)
951 {
965 /* Only if the space blocks everything do we not process - 952 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 953 * if some form of movement is allowed, let objects
967 * drop on that space. 954 * drop on that space.
968 */ 955 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 956 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)) 957 {
958 object *op = inv;
959
960 while (op)
971 { 961 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 962 object *tmp = op->below;
975 remove_ob(op); 963 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 964 op = tmp;
978 } 965 }
979 } 966 }
967 else
980 else { /* Put objects in inventory onto this space */ 968 { /* Put objects in inventory onto this space */
981 op=ob->inv; 969 object *op = inv;
970
982 while(op!=NULL) { 971 while (op)
972 {
983 tmp=op->below; 973 object *tmp = op->below;
974
984 remove_ob(op); 975 remove_ob (op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 976
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 977 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
978 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object(op); 979 free_object (op);
988 else { 980 else
981 {
989 op->x=ob->x; 982 op->x = x;
990 op->y=ob->y; 983 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 984 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 985 }
986
993 op=tmp; 987 op = tmp;
994 } 988 }
995 } 989 }
996 } 990 }
991
992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
999
997 /* Remove object from the active list */ 1000 /* Remove object from the active list */
998 ob->speed = 0; 1001 speed = 0;
999 update_ob_speed(ob); 1002 update_ob_speed (this);
1000 1003
1001 SET_FLAG(ob, FLAG_FREED); 1004 unlink ();
1002 ob->count = 0;
1003 1005
1004 /* Remove this object from the list of used objects */ 1006 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} 1007}
1077 1008
1078/* 1009/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 1010 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 1011 * weight of an object (and what is carried by it's environment(s)).
1081 */ 1012 */
1082 1013
1014void
1083void sub_weight (object *op, signed long weight) { 1015sub_weight (object *op, signed long weight)
1016{
1084 while (op != NULL) { 1017 while (op != NULL)
1018 {
1085 if (op->type == CONTAINER) { 1019 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1021
1088 op->carrying-=weight; 1022 op->carrying -= weight;
1089 op = op->env; 1023 op = op->env;
1090 } 1024 }
1091} 1025}
1092 1026
1093/* remove_ob(op): 1027/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1028 * 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 1029 * which it is currently tied to. When this function is done, the
1097 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1032 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1033 * Beware: This function is called from the editor as well!
1100 */ 1034 */
1101 1035
1036void
1102void remove_ob(object *op) { 1037remove_ob (object *op)
1038{
1103 object *tmp,*last=NULL; 1039 object *tmp, *last = 0;
1104 object *otmp; 1040 object *otmp;
1105 tag_t tag; 1041
1106 int check_walk_off; 1042 int check_walk_off;
1107 mapstruct *m; 1043 maptile *m;
1044
1108 sint16 x,y; 1045 sint16 x, y;
1109
1110 1046
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1112 dump_object(op); 1048 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1049
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); 1050 SET_FLAG (op, FLAG_REMOVED);
1131 1051
1052 if (op->more != NULL)
1053 remove_ob (op->more);
1054
1132 /* 1055 /*
1133 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1134 * inventory. 1057 * inventory.
1135 */ 1058 */
1136 if(op->env!=NULL) { 1059 if (op->env != NULL)
1060 {
1137 if(op->nrof) 1061 if (op->nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1062 sub_weight (op->env, op->weight * op->nrof);
1139 else 1063 else
1140 sub_weight(op->env, op->weight+op->carrying); 1064 sub_weight (op->env, op->weight + op->carrying);
1141 1065
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1066 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1067 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1068 * to save cpu time.
1145 */ 1069 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1070 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); 1071 fix_player (otmp);
1149 1072
1150 if(op->above!=NULL) 1073 if (op->above != NULL)
1151 op->above->below=op->below; 1074 op->above->below = op->below;
1152 else 1075 else
1153 op->env->inv=op->below; 1076 op->env->inv = op->below;
1154 1077
1155 if(op->below!=NULL) 1078 if (op->below != NULL)
1156 op->below->above=op->above; 1079 op->below->above = op->above;
1157 1080
1158 /* we set up values so that it could be inserted into 1081 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1082 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1083 * to the caller to decide what we want to do.
1161 */ 1084 */
1162 op->x=op->env->x,op->y=op->env->y; 1085 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; 1086 op->map = op->env->map;
1165 op->above=NULL,op->below=NULL; 1087 op->above = NULL, op->below = NULL;
1166 op->env=NULL; 1088 op->env = NULL;
1089 }
1090 else if (op->map)
1091 {
1092 x = op->x;
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 }
1106
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */
1114
1115 /* link the object above us */
1116 if (op->above)
1117 op->above->below = op->below;
1118 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1120
1121 /* Relink the object below us, if there is one */
1122 if (op->below)
1123 op->below->above = op->above;
1124 else
1125 {
1126 /* Nothing below, which means we need to relink map object for this space
1127 * use translated coordinates in case some oddness with map tiling is
1128 * evident
1129 */
1130 if (GET_MAP_OB (m, x, y) != op)
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1142 }
1143
1144 op->above = 0;
1145 op->below = 0;
1146
1147 if (op->map->in_memory == MAP_SAVING)
1167 return; 1148 return;
1168 }
1169 1149
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); 1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 {
1226 /* No point updating the players look faces if he is the object 1154 /* No point updating the players look faces if he is the object
1227 * being removed. 1155 * being removed.
1228 */ 1156 */
1229 1157
1230 if(tmp->type==PLAYER && tmp!=op) { 1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1231 /* If a container that the player is currently using somehow gets 1160 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1161 * removed (most likely destroyed), update the player view
1233 * appropriately. 1162 * appropriately.
1234 */ 1163 */
1235 if (tmp->container==op) { 1164 if (tmp->container == op)
1165 {
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1166 CLEAR_FLAG (op, FLAG_APPLIED);
1237 tmp->container=NULL; 1167 tmp->container = NULL;
1168 }
1169
1170 tmp->contr->socket.update_look = 1;
1238 } 1171 }
1239 tmp->contr->socket.update_look=1; 1172
1240 }
1241 /* See if player moving off should effect something */ 1173 /* See if player moving off should effect something */
1174 if (check_walk_off
1242 if (check_walk_off && ((op->move_type & tmp->move_off) && 1175 && ((op->move_type & tmp->move_off)
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1244 1177 {
1245 move_apply(tmp, op, NULL); 1178 move_apply (tmp, op, NULL);
1179
1246 if (was_destroyed (op, tag)) { 1180 if (op->destroyed ())
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 } 1182 }
1250 }
1251 1183
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253 1185
1254 if(tmp->above == tmp) 1186 if (tmp->above == tmp)
1255 tmp->above = NULL; 1187 tmp->above = NULL;
1188
1256 last=tmp; 1189 last = tmp;
1257 } 1190 }
1191
1258 /* last == NULL of there are no objects on this space */ 1192 /* last == NULL of there are no objects on this space */
1259 if (last==NULL) { 1193 if (last == NULL)
1194 {
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1196 * 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 1197 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways. 1198 * be correct anyways.
1264 */ 1199 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y); 1201 update_position (op->map, op->x, op->y);
1267 } 1202 }
1268 else 1203 else
1269 update_object(last, UP_OBJ_REMOVE); 1204 update_object (last, UP_OBJ_REMOVE);
1270 1205
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1272 update_all_los(op->map, op->x, op->y); 1207 update_all_los (op->map, op->x, op->y);
1273 1208 }
1274} 1209}
1275 1210
1276/* 1211/*
1277 * merge_ob(op,top): 1212 * merge_ob(op,top):
1278 * 1213 *
1279 * This function goes through all objects below and including top, and 1214 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1215 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1216 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1217 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1218 */
1284 1219object *
1285object *merge_ob(object *op, object *top) { 1220merge_ob (object *op, object *top)
1221{
1286 if(!op->nrof) 1222 if (!op->nrof)
1287 return 0; 1223 return 0;
1224
1288 if(top==NULL) 1225 if (top == NULL)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1226 for (top = op; top != NULL && top->above != NULL; top = top->above);
1227
1290 for(;top!=NULL;top=top->below) { 1228 for (; top != NULL; top = top->below)
1229 {
1291 if(top==op) 1230 if (top == op)
1292 continue; 1231 continue;
1293 if (CAN_MERGE(op,top)) 1232 if (CAN_MERGE (op, top))
1294 { 1233 {
1295 top->nrof+=op->nrof; 1234 top->nrof += op->nrof;
1235
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1237 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1238 remove_ob (op);
1299 free_object(op); 1239 free_object (op);
1300 return top; 1240 return top;
1301 } 1241 }
1302 } 1242 }
1243
1303 return NULL; 1244 return 0;
1304} 1245}
1305 1246
1306/* 1247/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters 1249 * job preparing multi-part monsters
1309 */ 1250 */
1251object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{
1311 object* tmp; 1254 object *tmp;
1255
1312 if (op->head) 1256 if (op->head)
1313 op=op->head; 1257 op = op->head;
1258
1314 for (tmp=op;tmp;tmp=tmp->more){ 1259 for (tmp = op; tmp; tmp = tmp->more)
1260 {
1315 tmp->x=x+tmp->arch->clone.x; 1261 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1262 tmp->y = y + tmp->arch->clone.y;
1317 } 1263 }
1264
1318 return insert_ob_in_map (op, m, originator, flag); 1265 return insert_ob_in_map (op, m, originator, flag);
1319} 1266}
1320 1267
1321/* 1268/*
1322 * insert_ob_in_map (op, map, originator, flag): 1269 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1270 * This function inserts the object in the two-way linked list
1337 * new object if 'op' was merged with other object 1284 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1285 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1286 * just 'op' otherwise
1340 */ 1287 */
1341 1288
1289object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1291{
1344 object *tmp, *top, *floor=NULL; 1292 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1293 sint16 x, y;
1346 1294
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1295 if (QUERY_FLAG (op, FLAG_FREED))
1296 {
1348 LOG (llevError, "Trying to insert freed object!\n"); 1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 }
1300
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308
1309 if (out_of_map (m, op->x, op->y))
1310 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1313#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted.
1317 */
1318 abort ();
1319#endif
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more;
1337
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 }
1361
1362 CLEAR_FLAG (op, FLAG_REMOVED);
1363
1364 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work
1367 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y);
1369 x = op->x;
1370 y = op->y;
1371
1372 /* this has to be done after we translate the coordinates.
1373 */
1374 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp))
1377 {
1378 op->nrof += tmp->nrof;
1379 remove_ob (tmp);
1380 free_object (tmp);
1381 }
1382
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385
1386 if (!QUERY_FLAG (op, FLAG_ALIVE))
1387 CLEAR_FLAG (op, FLAG_NO_STEAL);
1388
1389 if (flag & INS_BELOW_ORIGINATOR)
1390 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort ();
1395 }
1396
1397 op->above = originator;
1398 op->below = originator->below;
1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1405 /* since *below* originator, no need to update top */
1406 originator->below = op;
1407 }
1408 else
1409 {
1410 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1412 {
1413 object *last = NULL;
1414
1415 /*
1416 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if
1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1420 * floor, we want to insert above that and no further.
1421 * Also, if there are spell objects on this space, we stop processing
1422 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects.
1426 */
1427
1428 while (top != NULL)
1429 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top;
1432
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1434 {
1435 /* We insert above top, so we want this object below this */
1436 top = top->below;
1437 break;
1438 }
1439
1440 last = top;
1441 top = top->above;
1442 }
1443
1444 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last;
1446
1447 /* We let update_position deal with figuring out what the space
1448 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result.
1450 */
1451
1452 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66
1454 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd.
1457 */
1458 if (!(flag & INS_ON_TOP) &&
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1460 {
1461 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break;
1464 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we
1467 * set top to the object below us.
1468 */
1469 if (last && last->below && last != floor)
1470 top = last->below;
1471 }
1472 } /* If objects on this space */
1473
1474 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor;
1479
1480 /* Top is the object that our object (op) is going to get inserted above.
1481 */
1482
1483 /* First object on this space */
1484 if (!top)
1485 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1487
1488 if (op->above)
1489 op->above->below = op;
1490
1491 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op);
1493 }
1494 else
1495 { /* get inserted into the stack above top */
1496 op->above = top->above;
1497
1498 if (op->above)
1499 op->above->below = op;
1500
1501 op->below = top;
1502 top->above = op;
1503 }
1504
1505 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op);
1507 } /* else not INS_BELOW_ORIGINATOR */
1508
1509 if (op->type == PLAYER)
1510 op->contr->do_los = 1;
1511
1512 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there.
1514 */
1515 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 tmp->contr->socket.update_look = 1;
1519
1520 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area
1527 * of effect may be sufficient.
1528 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y);
1531
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT);
1534
1535 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this.
1537 *
1538 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object().
1542 */
1543
1544 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 {
1547 if (check_move_on (op, originator))
1349 return NULL; 1548 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 1549
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 1550 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1551 * walk on's.
1570 */ 1552 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator))
1573 return NULL; 1555 return NULL;
1574 } 1556 }
1557
1575 return op; 1558 return op;
1576} 1559}
1577 1560
1578/* this function inserts an object in the map, but if it 1561/* 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. 1562 * 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. 1563 * op is the object to insert it under: supplies x and the map.
1581 */ 1564 */
1565void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1566replace_insert_ob_in_map (const char *arch_string, object *op)
1567{
1583 object *tmp; 1568 object *
1584 object *tmp1; 1569 tmp;
1570 object *
1571 tmp1;
1585 1572
1586 /* first search for itself and remove any old instances */ 1573 /* first search for itself and remove any old instances */
1587 1574
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1576 {
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 {
1590 remove_ob(tmp); 1579 remove_ob (tmp);
1591 free_object(tmp); 1580 free_object (tmp);
1592 } 1581 }
1593 } 1582 }
1594 1583
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1584 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1585
1597 1586 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1587 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1588 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1589}
1601 1590
1602/* 1591/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1592 * 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 1593 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0). 1594 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the 1595 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1596 * global static errmsg array.
1608 */ 1597 */
1609 1598
1599object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1600get_split_ob (object *orig_ob, uint32 nr)
1611 object *newob; 1601{
1602 object *
1603 newob;
1604 int
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1606
1614 if(orig_ob->nrof<nr) { 1607 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1608 {
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1610 return NULL;
1618 } 1611 }
1612
1619 newob = object_create_clone(orig_ob); 1613 newob = object_create_clone (orig_ob);
1614
1620 if((orig_ob->nrof-=nr)<1) { 1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1621 if ( ! is_removed) 1617 if (!is_removed)
1622 remove_ob(orig_ob); 1618 remove_ob (orig_ob);
1623 free_object2(orig_ob, 1); 1619 free_object2 (orig_ob, 1);
1624 } 1620 }
1625 else if ( ! is_removed) { 1621 else if (!is_removed)
1622 {
1626 if(orig_ob->env!=NULL) 1623 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1627 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"); 1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL; 1629 return NULL;
1633 } 1630 }
1634 } 1631 }
1632
1635 newob->nrof=nr; 1633 newob->nrof = nr;
1636 1634
1637 return newob; 1635 return newob;
1638} 1636}
1639 1637
1640/* 1638/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1644 * 1642 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1644 */
1647 1645
1646object *
1648object *decrease_ob_nr (object *op, uint32 i) 1647decrease_ob_nr (object *op, uint32 i)
1649{ 1648{
1650 object *tmp; 1649 object *tmp;
1651 player *pl; 1650 player *pl;
1652 1651
1653 if (i == 0) /* objects with op->nrof require this check */ 1652 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1653 return op;
1655 1654
1656 if (i > op->nrof) 1655 if (i > op->nrof)
1657 i = op->nrof; 1656 i = op->nrof;
1658 1657
1659 if (QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op);
1695 op->nrof = 0;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1660 { 1701 }
1702 else
1703 {
1704 object *above = op->above;
1705
1706 if (i < op->nrof)
1661 op->nrof -= i; 1707 op->nrof -= i;
1662 } 1708 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 } 1709 {
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); 1710 remove_ob (op);
1690 op->nrof = 0; 1711 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 } 1712 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699 1713
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 */ 1714 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1716 if (tmp->type == PLAYER)
1717 {
1709 if (op->nrof) 1718 if (op->nrof)
1710 esrv_send_item(tmp, op); 1719 esrv_send_item (tmp, op);
1711 else 1720 else
1712 esrv_del_item(tmp->contr, op->count); 1721 esrv_del_item (tmp->contr, op->count);
1713 } 1722 }
1714 } 1723 }
1715 1724
1716 if (op->nrof) { 1725 if (op->nrof)
1717 return op; 1726 return op;
1718 } else { 1727 else
1728 {
1719 free_object (op); 1729 free_object (op);
1720 return NULL; 1730 return NULL;
1721 } 1731 }
1722} 1732}
1723 1733
1724/* 1734/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1735 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1736 * and also updates how much the environment(s) is/are carrying.
1727 */ 1737 */
1728 1738
1739void
1729void add_weight (object *op, signed long weight) { 1740add_weight (object *op, signed long weight)
1741{
1730 while (op!=NULL) { 1742 while (op != NULL)
1743 {
1731 if (op->type == CONTAINER) { 1744 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1746
1734 op->carrying+=weight; 1747 op->carrying += weight;
1735 op=op->env; 1748 op = op->env;
1736 } 1749 }
1737} 1750}
1738 1751
1739/* 1752/*
1740 * insert_ob_in_ob(op,environment): 1753 * insert_ob_in_ob(op,environment):
1741 * This function inserts the object op in the linked list 1754 * This function inserts the object op in the linked list
1748 * 1761 *
1749 * The function returns now pointer to inserted item, and return value can 1762 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1763 * be != op, if items are merged. -Tero
1751 */ 1764 */
1752 1765
1766object *
1753object *insert_ob_in_ob(object *op,object *where) { 1767insert_ob_in_ob (object *op, object *where)
1754 object *tmp, *otmp; 1768{
1769 object *
1770 tmp, *
1771 otmp;
1755 1772
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1759 return op; 1778 return op;
1760 } 1779 }
1780
1761 if(where==NULL) { 1781 if (where == NULL)
1762 dump_object(op); 1782 {
1783 char *dump = dump_object (op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump);
1764 return op; 1786 return op;
1765 } 1787 }
1788
1766 if (where->head) { 1789 if (where->head)
1767 LOG(llevDebug, 1790 {
1768 "Warning: Tried to insert object wrong part of multipart object.\n"); 1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head; 1792 where = where->head;
1770 } 1793 }
1794
1771 if (op->more) { 1795 if (op->more)
1796 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1798 return op;
1775 } 1799 }
1800
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1802 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1803 if (op->nrof)
1804 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1806 if (CAN_MERGE (tmp, op))
1807 {
1781 /* return the original object and remove inserted object 1808 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1809 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1810 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1811 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1812 * tmp->nrof, we need to increase the weight.
1786 */ 1813 */
1787 add_weight (where, op->weight*op->nrof); 1814 add_weight (where, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1815 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1816 free_object (op); /* free the inserted object */
1790 op = tmp; 1817 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1818 remove_ob (op); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1819 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1820 break;
1794 } 1821 }
1795 1822
1796 /* I assume combined objects have no inventory 1823 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1824 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1825 * (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 1826 * the weight, so we need to add it in again, since we actually do
1800 * the linking below 1827 * the linking below
1801 */ 1828 */
1802 add_weight (where, op->weight*op->nrof); 1829 add_weight (where, op->weight * op->nrof);
1830 }
1803 } else 1831 else
1804 add_weight (where, (op->weight+op->carrying)); 1832 add_weight (where, (op->weight + op->carrying));
1805 1833
1806 otmp=is_player_inv(where); 1834 otmp = is_player_inv (where);
1807 if (otmp&&otmp->contr!=NULL) { 1835 if (otmp && otmp->contr != NULL)
1836 {
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1838 fix_player (otmp);
1810 } 1839 }
1811 1840
1812 op->map=NULL; 1841 op->map = NULL;
1813 op->env=where; 1842 op->env = where;
1814 op->above=NULL; 1843 op->above = NULL;
1815 op->below=NULL; 1844 op->below = NULL;
1816 op->x=0,op->y=0; 1845 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1846
1819 /* reset the light list and los of the players on the map */ 1847 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1848 if ((op->glow_radius != 0) && where->map)
1821 { 1849 {
1822#ifdef DEBUG_LIGHTS 1850#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1854 update_all_los (where->map, where->x, where->y);
1827 } 1855 }
1828 1856
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1857 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function... 1858 * It sure simplifies this function...
1831 */ 1859 */
1832 if (where->inv==NULL) 1860 if (where->inv == NULL)
1833 where->inv=op; 1861 where->inv = op;
1834 else { 1862 else
1863 {
1835 op->below = where->inv; 1864 op->below = where->inv;
1836 op->below->above = op; 1865 op->below->above = op;
1837 where->inv = op; 1866 where->inv = op;
1838 } 1867 }
1839 return op; 1868 return op;
1840} 1869}
1841 1870
1842/* 1871/*
1843 * Checks if any objects has a move_type that matches objects 1872 * 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 1887 * 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 1888 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1889 * on top.
1861 */ 1890 */
1862 1891
1892int
1863int check_move_on (object *op, object *originator) 1893check_move_on (object *op, object *originator)
1864{ 1894{
1865 object *tmp; 1895 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1896 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1897 int x = op->x, y = op->y;
1898
1869 MoveType move_on, move_slow, move_block; 1899 MoveType move_on, move_slow, move_block;
1870 1900
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1901 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1902 return 0;
1873 1903
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1904 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); 1905 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); 1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1907
1880 /* if nothing on this space will slow op down or be applied, 1908 /* 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 1909 * 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 1910 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1911 * as walking.
1884 */ 1912 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1913 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1914 return 0;
1887 1915
1888 /* This is basically inverse logic of that below - basically, 1916 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1917 * 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 1918 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1919 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1920 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1921 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; 1922 return 0;
1895 1923
1896 /* The objects have to be checked from top to bottom. 1924 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1925 * Hence, we first go to the top:
1898 */ 1926 */
1899 1927
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1928 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) { 1929 {
1902 /* Trim the search when we find the first other spell effect 1930 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1931 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1932 * we don't need to check all of them.
1905 */ 1933 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 }
1937
1938 for (; tmp; tmp = tmp->below)
1907 } 1939 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1940 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1941 continue; /* Can't apply yourself */
1910 1942
1911 /* Check to see if one of the movement types should be slowed down. 1943 /* 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 1944 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1945 * (~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 1946 * 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. 1947 * swim on that space, can't use it to avoid the penalty.
1916 */ 1948 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1949 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1950 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1951 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)) { 1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 {
1921 1954
1922 float diff; 1955 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1956 diff = tmp->move_slow_penalty * FABS (op->speed);
1957
1925 if (op->type == PLAYER) { 1958 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1959 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))) { 1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 1961 diff /= 4.0;
1929 } 1962
1930 }
1931 op->speed_left -= diff; 1963 op->speed_left -= diff;
1932 } 1964 }
1933 } 1965 }
1934 1966
1935 /* Basically same logic as above, except now for actual apply. */ 1967 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1968 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)) { 1969 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 1970 {
1940 move_apply(tmp, op, originator); 1971 move_apply (tmp, op, originator);
1972
1941 if (was_destroyed (op, tag)) 1973 if (op->destroyed ())
1942 return 1; 1974 return 1;
1943 1975
1944 /* what the person/creature stepped onto has moved the object 1976 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 1977 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 1978 * have a feeling strange problems would result.
1947 */ 1979 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 1980 if (op->map != m || op->x != x || op->y != y)
1981 return 0;
1949 } 1982 }
1950 } 1983 }
1984
1951 return 0; 1985 return 0;
1952} 1986}
1953 1987
1954/* 1988/*
1955 * present_arch(arch, map, x, y) searches for any objects with 1989 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 1990 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 1991 * The first matching object is returned, or NULL if none.
1958 */ 1992 */
1959 1993
1994object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1995present_arch (const archetype *at, maptile *m, int x, int y)
1996{
1961 object *tmp; 1997 object *
1998 tmp;
1999
1962 if(m==NULL || out_of_map(m,x,y)) { 2000 if (m == NULL || out_of_map (m, x, y))
2001 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 2002 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 2003 return NULL;
1965 } 2004 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1967 if(tmp->arch == at) 2006 if (tmp->arch == at)
1968 return tmp; 2007 return tmp;
1969 return NULL; 2008 return NULL;
1970} 2009}
1971 2010
1972/* 2011/*
1973 * present(type, map, x, y) searches for any objects with 2012 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 2013 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 2014 * The first matching object is returned, or NULL if none.
1976 */ 2015 */
1977 2016
2017object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 2018present (unsigned char type, maptile *m, int x, int y)
2019{
1979 object *tmp; 2020 object *
2021 tmp;
2022
1980 if(out_of_map(m,x,y)) { 2023 if (out_of_map (m, x, y))
2024 {
1981 LOG(llevError,"Present called outside map.\n"); 2025 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 2026 return NULL;
1983 } 2027 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if(tmp->type==type) 2029 if (tmp->type == type)
1986 return tmp; 2030 return tmp;
1987 return NULL; 2031 return NULL;
1988} 2032}
1989 2033
1990/* 2034/*
1991 * present_in_ob(type, object) searches for any objects with 2035 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 2036 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1994 */ 2038 */
1995 2039
2040object *
1996object *present_in_ob(unsigned char type, const object *op) { 2041present_in_ob (unsigned char type, const object *op)
2042{
1997 object *tmp; 2043 object *
2044 tmp;
2045
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 2047 if (tmp->type == type)
2000 return tmp; 2048 return tmp;
2001 return NULL; 2049 return NULL;
2002} 2050}
2003 2051
2004/* 2052/*
2014 * the object name, not the archetype name. this is so that the 2062 * 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 2063 * spell code can use one object type (force), but change it's name
2016 * to be unique. 2064 * to be unique.
2017 */ 2065 */
2018 2066
2067object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 2068present_in_ob_by_name (int type, const char *str, const object *op)
2069{
2020 object *tmp; 2070 object *
2071 tmp;
2021 2072
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 {
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 2076 return tmp;
2025 } 2077 }
2026 return NULL; 2078 return NULL;
2027} 2079}
2028 2080
2029/* 2081/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 2082 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 2083 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 2084 * The first matching object is returned, or NULL if none.
2033 */ 2085 */
2034 2086
2087object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 2088present_arch_in_ob (const archetype *at, const object *op)
2089{
2036 object *tmp; 2090 object *
2091 tmp;
2092
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 2094 if (tmp->arch == at)
2039 return tmp; 2095 return tmp;
2040 return NULL; 2096 return NULL;
2041} 2097}
2042 2098
2043/* 2099/*
2044 * activate recursively a flag on an object inventory 2100 * activate recursively a flag on an object inventory
2045 */ 2101 */
2102void
2046void flag_inv(object*op, int flag){ 2103flag_inv (object *op, int flag)
2104{
2047 object *tmp; 2105 object *
2106 tmp;
2107
2048 if(op->inv) 2108 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 {
2050 SET_FLAG(tmp, flag); 2111 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 2112 flag_inv (tmp, flag);
2052 } 2113 }
2053}/* 2114} /*
2054 * desactivate recursively a flag on an object inventory 2115 * desactivate recursively a flag on an object inventory
2055 */ 2116 */
2117void
2056void unflag_inv(object*op, int flag){ 2118unflag_inv (object *op, int flag)
2119{
2057 object *tmp; 2120 object *
2121 tmp;
2122
2058 if(op->inv) 2123 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
2060 CLEAR_FLAG(tmp, flag); 2126 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 2127 unflag_inv (tmp, flag);
2062 } 2128 }
2063} 2129}
2064 2130
2065/* 2131/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively). 2133 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for 2134 * 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. 2135 * him/her-self and all object carried by a call to this function.
2070 */ 2136 */
2071 2137
2138void
2072void set_cheat(object *op) { 2139set_cheat (object *op)
2140{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 2141 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 2142 flag_inv (op, FLAG_WAS_WIZ);
2075} 2143}
2076 2144
2077/* 2145/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 2146 * 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 2147 * 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 2162 * 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 2163 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2164 * customized, changed states, etc.
2097 */ 2165 */
2098 2166
2167int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{
2170 int
2171 i,
2100 int i,index=0, flag; 2172 index = 0, flag;
2173 static int
2101 static int altern[SIZEOFFREE]; 2174 altern[SIZEOFFREE];
2102 2175
2103 for(i=start;i<stop;i++) { 2176 for (i = start; i < stop; i++)
2177 {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2105 if(!flag) 2179 if (!flag)
2106 altern[index++]=i; 2180 altern[index++] = i;
2107 2181
2108 /* Basically, if we find a wall on a space, we cut down the search size. 2182 /* 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. 2183 * 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 - 2184 * 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 2185 * 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 2186 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 2187 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 2188 * won't look 2 spaces south of the target space.
2115 */ 2189 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 2191 stop = maxfree[i];
2118 } 2192 }
2119 if(!index) return -1; 2193 if (!index)
2194 return -1;
2120 return altern[RANDOM()%index]; 2195 return altern[RANDOM () % index];
2121} 2196}
2122 2197
2123/* 2198/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 2199 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 2200 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 2201 * 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. 2202 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 2203 */
2129 2204
2205int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2206find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{
2208 int
2131 int i; 2209 i;
2210
2132 for(i=0;i<SIZEOFFREE;i++) { 2211 for (i = 0; i < SIZEOFFREE; i++)
2212 {
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 2214 return i;
2135 } 2215 }
2136 return -1; 2216 return -1;
2137} 2217}
2138 2218
2139/* 2219/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2220 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2221 * arr[begin..end-1].
2142 */ 2222 */
2223static void
2143static void permute(int *arr, int begin, int end) 2224permute (int *arr, int begin, int end)
2144{ 2225{
2145 int i, j, tmp, len; 2226 int
2227 i,
2228 j,
2229 tmp,
2230 len;
2146 2231
2147 len = end-begin; 2232 len = end - begin;
2148 for(i = begin; i < end; i++) 2233 for (i = begin; i < end; i++)
2149 { 2234 {
2150 j = begin+RANDOM()%len; 2235 j = begin + RANDOM () % len;
2151 2236
2152 tmp = arr[i]; 2237 tmp = arr[i];
2153 arr[i] = arr[j]; 2238 arr[i] = arr[j];
2154 arr[j] = tmp; 2239 arr[j] = tmp;
2155 } 2240 }
2156} 2241}
2157 2242
2158/* new function to make monster searching more efficient, and effective! 2243/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2244 * 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 2245 * 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 2246 * 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 2247 * 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. 2248 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2249 */
2250void
2165void get_search_arr(int *search_arr) 2251get_search_arr (int *search_arr)
2166{ 2252{
2253 int
2167 int i; 2254 i;
2168 2255
2169 for(i = 0; i < SIZEOFFREE; i++) 2256 for (i = 0; i < SIZEOFFREE; i++)
2170 { 2257 {
2171 search_arr[i] = i; 2258 search_arr[i] = i;
2172 } 2259 }
2173 2260
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2261 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2264}
2178 2265
2179/* 2266/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2267 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2268 * given map at the given coordinates for live objects.
2187 * is actually want is going to try and move there. We need this info 2274 * 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 2275 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2276 * there is capable of.
2190 */ 2277 */
2191 2278
2279int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2280find_dir (maptile *m, int x, int y, object *exclude)
2281{
2282 int
2283 i,
2193 int i,max=SIZEOFFREE, mflags; 2284 max = SIZEOFFREE, mflags;
2285
2194 sint16 nx, ny; 2286 sint16 nx, ny;
2195 object *tmp; 2287 object *
2196 mapstruct *mp; 2288 tmp;
2289 maptile *
2290 mp;
2291
2197 MoveType blocked, move_type; 2292 MoveType blocked, move_type;
2198 2293
2199 if (exclude && exclude->head) { 2294 if (exclude && exclude->head)
2295 {
2200 exclude = exclude->head; 2296 exclude = exclude->head;
2201 move_type = exclude->move_type; 2297 move_type = exclude->move_type;
2202 } else { 2298 }
2299 else
2300 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2301 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2302 move_type = MOVE_ALL;
2303 }
2304
2305 for (i = 1; i < max; i++)
2205 } 2306 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2307 mp = m;
2209 nx = x + freearr_x[i]; 2308 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2309 ny = y + freearr_y[i];
2211 2310
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2213 if (mflags & P_OUT_OF_MAP) { 2312 if (mflags & P_OUT_OF_MAP)
2313 {
2214 max = maxfree[i]; 2314 max = maxfree[i];
2315 }
2215 } else { 2316 else
2317 {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2217 2319
2218 if ((move_type & blocked) == move_type) { 2320 if ((move_type & blocked) == move_type)
2321 {
2219 max=maxfree[i]; 2322 max = maxfree[i];
2323 }
2220 } else if (mflags & P_IS_ALIVE) { 2324 else if (mflags & P_IS_ALIVE)
2325 {
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2327 {
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2224 break; 2330 break;
2225 } 2331 }
2226 } 2332 }
2227 if(tmp) { 2333 if (tmp)
2334 {
2228 return freedir[i]; 2335 return freedir[i];
2229 } 2336 }
2230 } 2337 }
2231 } 2338 }
2232 } 2339 }
2233 return 0; 2340 return 0;
2234} 2341}
2235 2342
2236/* 2343/*
2237 * distance(object 1, object 2) will return the square of the 2344 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2345 * distance between the two given objects.
2239 */ 2346 */
2240 2347
2348int
2241int distance(const object *ob1, const object *ob2) { 2349distance (const object *ob1, const object *ob2)
2350{
2242 int i; 2351 int
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2352 i;
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2245 return i; 2355 return i;
2246} 2356}
2247 2357
2248/* 2358/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2359 * 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 2360 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2361 * object, needs to travel toward it.
2252 */ 2362 */
2253 2363
2364int
2254int find_dir_2(int x, int y) { 2365find_dir_2 (int x, int y)
2366{
2255 int q; 2367 int
2368 q;
2256 2369
2257 if(y) 2370 if (y)
2258 q=x*100/y; 2371 q = x * 100 / y;
2259 else if (x) 2372 else if (x)
2260 q= -300*x; 2373 q = -300 * x;
2261 else 2374 else
2262 return 0; 2375 return 0;
2263 2376
2264 if(y>0) { 2377 if (y > 0)
2378 {
2265 if(q < -242) 2379 if (q < -242)
2266 return 3 ; 2380 return 3;
2267 if (q < -41) 2381 if (q < -41)
2268 return 2 ; 2382 return 2;
2269 if (q < 41) 2383 if (q < 41)
2270 return 1 ; 2384 return 1;
2271 if (q < 242) 2385 if (q < 242)
2272 return 8 ; 2386 return 8;
2273 return 7 ; 2387 return 7;
2274 } 2388 }
2275 2389
2276 if (q < -242) 2390 if (q < -242)
2277 return 7 ; 2391 return 7;
2278 if (q < -41) 2392 if (q < -41)
2279 return 6 ; 2393 return 6;
2280 if (q < 41) 2394 if (q < 41)
2281 return 5 ; 2395 return 5;
2282 if (q < 242) 2396 if (q < 242)
2283 return 4 ; 2397 return 4;
2284 2398
2285 return 3 ; 2399 return 3;
2286} 2400}
2287 2401
2288/* 2402/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2403 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2404 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2405 * "overflow" in previous calculations of a direction).
2292 */ 2406 */
2293 2407
2408int
2294int absdir(int d) { 2409absdir (int d)
2295 while(d<1) d+=8; 2410{
2296 while(d>8) d-=8; 2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2297 return d; 2415 return d;
2298} 2416}
2299 2417
2300/* 2418/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2420 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2421 */
2304 2422
2423int
2305int dirdiff(int dir1, int dir2) { 2424dirdiff (int dir1, int dir2)
2425{
2306 int d; 2426 int
2427 d;
2428
2307 d = abs(dir1 - dir2); 2429 d = abs (dir1 - dir2);
2308 if(d>4) 2430 if (d > 4)
2309 d = 8 - d; 2431 d = 8 - d;
2310 return d; 2432 return d;
2311} 2433}
2312 2434
2313/* peterm: 2435/* peterm:
2318 * direction 4, 14, or 16 to get back to where we are. 2440 * 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 2441 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2442 * functions.
2321 */ 2443 */
2322 2444
2445int
2323int reduction_dir[SIZEOFFREE][3] = { 2446 reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2447 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2448 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2449 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2450 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2451 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2452 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2453 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2454 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2455 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2456 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2457 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2458 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2459 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2460 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2461 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2462 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2463 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2464 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2465 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2466 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2467 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2468 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2469 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2470 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2471 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2472 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2473 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2474 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2475 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2476 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2477 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2478 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2479 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2480 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2481 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2482 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2483 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2484 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2485 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2486 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2487 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2488 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2489 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2490 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2491 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2492 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2493 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2494 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2495 {24, 9, -1}
2496}; /* 48 */
2373 2497
2374/* Recursive routine to step back and see if we can 2498/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2499 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2500 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2501 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2502 * Modified to be map tile aware -.MSW
2379 */ 2503 */
2380
2381 2504
2505
2506int
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2507can_see_monsterP (maptile *m, int x, int y, int dir)
2508{
2383 sint16 dx, dy; 2509 sint16 dx, dy;
2510 int
2384 int mflags; 2511 mflags;
2385 2512
2513 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2514 return 0; /* exit condition: invalid direction */
2387 2515
2388 dx = x + freearr_x[dir]; 2516 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2517 dy = y + freearr_y[dir];
2390 2518
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2519 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2520
2393 /* This functional arguably was incorrect before - it was 2521 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2522 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2523 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2524 * 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 2525 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2526 * at least its move type.
2399 */ 2527 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2528 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2529 return 0;
2401 2530
2402 /* yes, can see. */ 2531 /* yes, can see. */
2403 if(dir < 9) return 1; 2532 if (dir < 9)
2533 return 1;
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2535 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} 2536}
2408 2537
2409 2538
2410 2539
2411/* 2540/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2541 * 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 2542 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2543 * picked up, otherwise 0.
2415 * 2544 *
2417 * core dumps if they do. 2546 * core dumps if they do.
2418 * 2547 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2548 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2549 */
2421 2550
2551int
2422int can_pick(const object *who, const object *item) { 2552can_pick (const object *who, const object *item)
2553{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2556 !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} 2557}
2428 2558
2429 2559
2430/* 2560/*
2431 * create clone from object to another 2561 * create clone from object to another
2432 */ 2562 */
2563object *
2433object *object_create_clone (object *asrc) { 2564object_create_clone (object *asrc)
2565{
2566 object *
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2435 2568
2569 if (!asrc)
2436 if(!asrc) return NULL; 2570 return NULL;
2437 src = asrc; 2571 src = asrc;
2438 if(src->head) 2572 if (src->head)
2439 src = src->head; 2573 src = src->head;
2440 2574
2441 prev = NULL; 2575 prev = NULL;
2442 for(part = src; part; part = part->more) { 2576 for (part = src; part; part = part->more)
2577 {
2443 tmp = get_object(); 2578 tmp = get_object ();
2444 copy_object(part,tmp); 2579 copy_object (part, tmp);
2445 tmp->x -= src->x; 2580 tmp->x -= src->x;
2446 tmp->y -= src->y; 2581 tmp->y -= src->y;
2447 if(!part->head) { 2582 if (!part->head)
2583 {
2448 dst = tmp; 2584 dst = tmp;
2449 tmp->head = NULL; 2585 tmp->head = NULL;
2586 }
2450 } else { 2587 else
2588 {
2451 tmp->head = dst; 2589 tmp->head = dst;
2452 } 2590 }
2453 tmp->more = NULL; 2591 tmp->more = NULL;
2454 if(prev) 2592 if (prev)
2455 prev->more = tmp; 2593 prev->more = tmp;
2456 prev = tmp; 2594 prev = tmp;
2457 } 2595 }
2458 /*** copy inventory ***/ 2596
2459 for(item = src->inv; item; item = item->below) { 2597 for (item = src->inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2598 insert_ob_in_ob (object_create_clone (item), dst);
2461 }
2462 2599
2463 return dst; 2600 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} 2601}
2473 2602
2474/* GROS - Creates an object using a string representing its content. */ 2603/* 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 */ 2604/* 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, */ 2605/* 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. */ 2606/* 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. */ 2607/* Remember not to use load_object_str in a time-critical situation. */
2479/* Also remember that multiparts objects are not supported for now. */ 2608/* Also remember that multiparts objects are not supported for now. */
2480 2609
2610object *
2481object* load_object_str(const char *obstr) 2611load_object_str (const char *obstr)
2482{ 2612{
2483 object *op; 2613 object *op;
2484 char filename[MAX_BUF]; 2614 char filename[MAX_BUF];
2615
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2617
2487 FILE *tempfile=fopen(filename,"w"); 2618 FILE *tempfile = fopen (filename, "w");
2619
2488 if (tempfile == NULL) 2620 if (tempfile == NULL)
2489 { 2621 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2623 return NULL;
2492 }; 2624 }
2625
2493 fprintf(tempfile,obstr); 2626 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2627 fclose (tempfile);
2495 2628
2496 op=get_object(); 2629 op = get_object ();
2497 2630
2498 object_thawer thawer (filename); 2631 object_thawer thawer (filename);
2632
2499 if (thawer) 2633 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2634 load_object (thawer, op, 0);
2635
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2637 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2638
2504 return op; 2639 return op;
2505} 2640}
2506 2641
2507/* This returns the first object in who's inventory that 2642/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2643 * has the same type and subtype match.
2509 * returns NULL if no match. 2644 * returns NULL if no match.
2510 */ 2645 */
2646object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2647find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2648{
2513 object *tmp; 2649 object *tmp;
2514 2650
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2651 for (tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2652 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp;
2517 2654
2518 return NULL; 2655 return NULL;
2519} 2656}
2520 2657
2521/* If ob has a field named key, return the link from the list, 2658/* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL. 2659 * otherwise return NULL.
2523 * 2660 *
2524 * key must be a passed in shared string - otherwise, this won't 2661 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing. 2662 * do the desired thing.
2526 */ 2663 */
2664key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2665get_ob_key_link (const object *ob, const char *key)
2666{
2528 key_value * link; 2667 key_value *link;
2529 2668
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2669 for (link = ob->key_values; link != NULL; link = link->next)
2531 if (link->key == key) { 2670 if (link->key == key)
2532 return link; 2671 return link;
2533 } 2672
2534 }
2535
2536 return NULL; 2673 return NULL;
2537} 2674}
2538 2675
2539/* 2676/*
2540 * Returns the value of op has an extra_field for key, or NULL. 2677 * Returns the value of op has an extra_field for key, or NULL.
2541 * 2678 *
2542 * The argument doesn't need to be a shared string. 2679 * The argument doesn't need to be a shared string.
2543 * 2680 *
2544 * The returned string is shared. 2681 * The returned string is shared.
2545 */ 2682 */
2683const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2684get_ob_key_value (const object *op, const char *const key)
2685{
2547 key_value * link; 2686 key_value *link;
2548 const char * canonical_key; 2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2549 2690 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2691 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2692 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2693 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2694 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2695 */
2558 return NULL; 2696 return 0;
2559 } 2697 }
2560 2698
2561 /* This is copied from get_ob_key_link() above - 2699 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2700 * only 4 lines, and saves the function call overhead.
2563 */ 2701 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2702 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2703 if (link->key == canonical_key)
2566 return link->value; 2704 return link->value;
2567 } 2705
2568 } 2706 return 0;
2569 return NULL;
2570} 2707}
2571 2708
2572 2709
2573/* 2710/*
2574 * Updates the canonical_key in op to value. 2711 * 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 2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys. 2716 * keys.
2580 * 2717 *
2581 * Returns TRUE on success. 2718 * Returns TRUE on success.
2582 */ 2719 */
2720int
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{
2723 key_value *
2584 key_value * field = NULL, *last=NULL; 2724 field = NULL, *last = NULL;
2585 2725
2586 for (field=op->key_values; field != NULL; field=field->next) { 2726 for (field = op->key_values; field != NULL; field = field->next)
2727 {
2587 if (field->key != canonical_key) { 2728 if (field->key != canonical_key)
2729 {
2588 last = field; 2730 last = field;
2589 continue; 2731 continue;
2590 } 2732 }
2591 2733
2592 if (value) 2734 if (value)
2593 field->value = value; 2735 field->value = value;
2594 else { 2736 else
2737 {
2595 /* Basically, if the archetype has this key set, 2738 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2739 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2740 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2741 * we get this value back again.
2599 */ 2742 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2744 field->value = 0;
2745 else
2746 {
2747 if (last)
2748 last->next = field->next;
2602 else 2749 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2750 op->key_values = field->next;
2606 2751
2607 delete field; 2752 delete field;
2608 } 2753 }
2609 } 2754 }
2610 return TRUE; 2755 return TRUE;
2611 } 2756 }
2612 /* IF we get here, key doesn't exist */ 2757 /* IF we get here, key doesn't exist */
2613 2758
2614 /* No field, we'll have to add it. */ 2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2615 2762 {
2616 if (!add_key) {
2617 return FALSE; 2763 return FALSE;
2618 } 2764 }
2619 /* There isn't any good reason to store a null 2765 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2766 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2767 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2768 * be here. If user wants to store empty strings,
2623 * should pass in "" 2769 * should pass in ""
2624 */ 2770 */
2625 if (value == NULL) return TRUE; 2771 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; 2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2636} 2783}
2637 2784
2638/* 2785/*
2639 * Updates the key in op to value. 2786 * Updates the key in op to value.
2640 * 2787 *
2642 * and not add new ones. 2789 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key 2790 * In general, should be little reason FALSE is ever passed in for add_key
2644 * 2791 *
2645 * Returns TRUE on success. 2792 * Returns TRUE on success.
2646 */ 2793 */
2794int
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2648{ 2796{
2649 shstr key_ (key); 2797 shstr key_ (key);
2798
2650 return set_ob_key_value_s (op, key_, value, add_key); 2799 return set_ob_key_value_s (op, key_, value, add_key);
2651} 2800}
2801
2802object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container)
2804{
2805 while (item->inv)
2806 item = item->inv;
2807}
2808
2809void
2810object::depth_iterator::next ()
2811{
2812 if (item->below)
2813 {
2814 item = item->below;
2815
2816 while (item->inv)
2817 item = item->inv;
2818 }
2819 else
2820 item = item->env;
2821}
2822
2823// return a suitable string describing an objetc in enough detail to find it
2824const char *
2825object::debug_desc (char *info) const
2826{
2827 char info2[256 * 3];
2828 char *p = info;
2829
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2831 count,
2832 &name,
2833 title ? " " : "",
2834 title ? (const char *)title : "");
2835
2836 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838
2839 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2841
2842 return info;
2843}
2844
2845const char *
2846object::debug_desc () const
2847{
2848 static char info[256 * 3];
2849 return debug_desc (info);
2850}
2851

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines