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Comparing deliantra/server/common/object.C (file contents):
Revision 1.11 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.67 by root, Thu Dec 14 04:30:32 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: %" PRId64 "\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 *
116 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
119 * 187 *
120 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
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_slow (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
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
202 return 0;
130 203
131 if (ob1->speed != ob2->speed) return 0; 204 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 206 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 207 * used to store nrof).
135 */ 208 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning.
217 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223
224
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) ||
235 (ob1->title != ob2->title) ||
236 (ob1->msg != ob2->msg) ||
237 (ob1->weight != ob2->weight) ||
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) ||
241 (ob1->magic != ob2->magic) ||
242 (ob1->slaying != ob2->slaying) ||
243 (ob1->skill != ob2->skill) ||
244 (ob1->value != ob2->value) ||
245 (ob1->animation_id != ob2->animation_id) ||
246 (ob1->client_type != ob2->client_type) ||
247 (ob1->materialname != ob2->materialname) ||
248 (ob1->lore != ob2->lore) ||
249 (ob1->subtype != ob2->subtype) ||
250 (ob1->move_type != ob2->move_type) ||
251 (ob1->move_block != ob2->move_block) ||
252 (ob1->move_allow != ob2->move_allow) ||
253 (ob1->move_on != ob2->move_on) ||
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 return 0;
256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 264 return 0;
138 265
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 267 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 268 return 0;
145 269
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 270 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 271 * if it is valid.
158 */ 272 */
159 } 273 }
160 274
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, 275 /* 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 276 * 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. 277 * some items equipped, and we don't want those to merge.
212 */ 278 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280 return 0;
281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
289 switch (ob1->type)
290 {
291 case SCROLL:
292 if (ob1->level != ob2->level)
293 return 0;
294 break;
295 }
296
297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
299 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 /* One has fields, but the other one doesn't. */
214 return 0; 302 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)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 304 return 0;
229 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
230 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
231 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
232 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
233 return 1; 318 return 1;
234} 319}
235 320
236/* 321/*
237 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
240 */ 325 */
241signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
242 signed long sum; 329 long sum;
243 object *inv; 330 object *inv;
331
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
245 if (inv->inv) 334 if (inv->inv)
246 sum_weight(inv); 335 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 337 }
338
249 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
251 if(op->carrying != sum) 342 if (op->carrying != sum)
252 op->carrying = sum; 343 op->carrying = sum;
344
253 return sum; 345 return sum;
254} 346}
255 347
256/** 348/**
257 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
258 */ 350 */
259 351
352object *
260object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
261 while (op->env != NULL) 355 while (op->env != NULL)
262 op = op->env; 356 op = op->env;
263 return op; 357 return op;
264} 358}
265 359
266/* 360/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * 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 362 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 363 * or find a player.
270 */ 364 */
271 365
366object *
272object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 370 if (op->env == op)
275 op->env = NULL; 371 op->env = NULL;
276 return op; 372 return op;
277} 373}
278 374
279/* 375/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 377 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
283 */ 379 */
284 380
285void dump_object2(object *op) { 381char *
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) { 382dump_object (object *op)
332 if(op==NULL) { 383{
333 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
334 return; 385 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 386
340void dump_all_objects(void) { 387 object_freezer freezer;
341 object *op; 388 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 390}
347 391
348/* 392/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
352 */ 396 */
353 397
398object *
354object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
355 object *tmp,*closest; 401 object *tmp, *closest;
356 int last_dist,i; 402 int last_dist, i;
403
357 if(op->more==NULL) 404 if (op->more == NULL)
358 return op; 405 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
362 return closest; 409 return closest;
363} 410}
364 411
365/* 412/*
366 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
367 */ 414 */
368 415
416object *
369object *find_object(tag_t i) { 417find_object (tag_t i)
370 object *op; 418{
371 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 420 if (op->count == i)
373 break; 421 return op;
422
374 return op; 423 return 0;
375} 424}
376 425
377/* 426/*
378 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
381 */ 430 */
382 431
432object *
383object *find_object_name(const char *str) { 433find_object_name (const char *str)
384 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
385 object *op; 436 object *op;
437
386 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 439 if (op->name == str_)
388 break; 440 break;
389 441
390 return op; 442 return op;
391} 443}
392 444
445void
393void free_all_object_data(void) { 446free_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{ 447{
435 if (!op) return; 448 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} 449}
443
444
445 450
446/* 451/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 453 * skill and experience objects.
449 */ 454 */
450void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
451{ 457{
452 if(owner==NULL||op==NULL) 458 if (!owner)
453 return; 459 return;
454 460
455 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* 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 463 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 465 * 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. 466 * didn't match, this check is valid and I believe that cause is valid.
461 */ 467 */
462 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
464 470
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; 471 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} 472}
518 473
519/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 475 * refcounts and freeing the links.
521 */ 476 */
477static void
522static void free_key_values(object * op) 478free_key_values (object *op)
523{ 479{
524 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
525 { 481 {
526 key_value *next = i->next; 482 key_value *next = i->next;
527 delete i; 483 delete i;
484
528 i = next; 485 i = next;
529 } 486 }
530 487
531 op->key_values = 0; 488 op->key_values = 0;
532} 489}
533 490
534/* 491void 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{ 492{
541 op->clear (); 493 attachable_base::clear ();
542 494
543 free_key_values (op); 495 free_key_values (this);
544 496
545 /* the memset will clear all these values for us, but we need 497 owner = 0;
546 * to reduce the refcount on them. 498 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 499 name_pl = 0;
550 op->title = 0; 500 title = 0;
551 op->race = 0; 501 race = 0;
552 op->slaying = 0; 502 slaying = 0;
553 op->skill = 0; 503 skill = 0;
554 op->msg = 0; 504 msg = 0;
555 op->lore = 0; 505 lore = 0;
506 custom_name = 0;
556 op->materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
557 519
558 memset((void*)op, 0, sizeof (object_special)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 521
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
564 523
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 */ 524 /* What is not cleared is next, prev, and count */
578 525
579 op->expmul=1.0; 526 expmul = 1.0;
580 op->face = blank_face; 527 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 528
583 if (settings.casting_time) 529 if (settings.casting_time)
584 op->casting_time = -1; 530 casting_time = -1;
585} 531}
586 532
587/* 533/*
588 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * 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 538 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 539 * will point at garbage.
594 */ 540 */
595 541void
596void copy_object(object *op2, object *op) 542object::copy_to (object *dst)
597{ 543{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 546
600 op->clear (); 547 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
601 549
602 free_key_values (op); 550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
603 552
604 *(object_special *)op = *(object_special *)op2; 553 if (is_freed)
605 op2->clone (op); 554 SET_FLAG (dst, FLAG_FREED);
606 555
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 556 if (is_removed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 557 SET_FLAG (dst, FLAG_REMOVED);
609 558
610 if (op2->speed < 0) 559 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 561
613 /* Copy over key_values, if any. */ 562 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 563 if (key_values)
564 {
615 key_value *tail = NULL; 565 key_value *tail = 0;
616 key_value *i; 566 key_value *i;
617 567
618 op->key_values = NULL; 568 dst->key_values = 0;
619 569
620 for (i = op2->key_values; i != NULL; i = i->next) 570 for (i = key_values; i; i = i->next)
621 { 571 {
622 key_value *new_link = new key_value; 572 key_value *new_link = new key_value;
623 573
624 new_link->next = NULL; 574 new_link->next = 0;
625 new_link->key = i->key; 575 new_link->key = i->key;
626 new_link->value = i->value; 576 new_link->value = i->value;
627 577
628 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 579 if (!dst->key_values)
630 { 580 {
631 op->key_values = new_link; 581 dst->key_values = new_link;
632 tail = new_link; 582 tail = new_link;
633 } 583 }
634 else 584 else
635 { 585 {
636 tail->next = new_link; 586 tail->next = new_link;
637 tail = new_link; 587 tail = new_link;
638 } 588 }
639 } 589 }
640 } 590 }
641 591
642 update_ob_speed (op); 592 update_ob_speed (dst);
643} 593}
644 594
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; 595object *
685 596object::clone ()
686 if(free_objects==NULL) 597{
687 expand_objects(); 598 object *neu = create ();
688 599 copy_to (neu);
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; 600 return neu;
720} 601}
721 602
722/* 603/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * 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 605 * 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. 606 * be called to update the face variable, _and_ how it looks on the map.
726 */ 607 */
727 608
609void
728void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 613 return;
731 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
733} 616}
734 617
735/* 618/*
736 * Updates the speed of an object. If the speed changes from 0 to another 619 * 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. 620 * 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. 621 * This function needs to be called whenever the speed of an object changes.
739 */ 622 */
740 623void
741void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
742 extern int arch_init; 626 extern int arch_init;
743 627
744 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 629 * since they never really need to be updated.
746 */ 630 */
747 631
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 635#ifdef MANY_CORES
751 abort(); 636 abort ();
752#else 637#else
753 op->speed = 0; 638 op->speed = 0;
754#endif 639#endif
755 } 640 }
641
756 if (arch_init) { 642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
757 return; 649 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;
763 650
764 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 652 * of the list. */
766 op->active_next = active_objects; 653 op->active_next = active_objects;
654
767 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
769 active_objects = op; 658 active_objects = op;
659 }
660 else
770 } 661 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 664 return;
775 665
776 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
777 active_objects = op->active_next; 668 active_objects = op->active_next;
669
778 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
672 }
673 else
780 } 674 {
781 else {
782 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
783 if (op->active_next) 677 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
785 } 679 }
680
786 op->active_next = NULL; 681 op->active_next = NULL;
787 op->active_prev = NULL; 682 op->active_prev = NULL;
788 } 683 }
789} 684}
790 685
791/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
792 * objects. 687 * objects.
794 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
798 */ 693 */
694void
799void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
800{ 696{
801 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 699 return;
804 700
805 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
806 active_objects = op->active_next; 703 active_objects = op->active_next;
807 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
809 } 708 {
810 else {
811 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 710 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
814 } 712 }
815 op->active_next = NULL; 713 op->active_next = NULL;
816 op->active_prev = NULL; 714 op->active_prev = NULL;
817} 715}
818 716
819/* 717/*
820 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * 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. 735 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
839 */ 737 */
840 738
739void
841void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
842 int update_now=0, flags; 742 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
844 744
845 if (op == NULL) { 745 if (op == NULL)
746 {
846 /* this should never happen */ 747 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 749 return;
849 }
850 750 }
751
851 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
852 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
853 * to do in this case. 755 * to do in this case.
854 */ 756 */
855 return; 757 return;
856 } 758 }
857 759
858 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 761 * going to get freed anyways.
860 */ 762 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
862 764 return;
765
863 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 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)) { 768 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 770#ifdef MANY_CORES
868 abort(); 771 abort ();
869#endif 772#endif
870 return; 773 return;
871 }
872 774 }
775
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 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); 778 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); 779 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); 780 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); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 782
880 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 786 update_now = 1;
883 787
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 789 update_now = 1;
886 790
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 792 update_now = 1;
889 793
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 795 update_now = 1;
892 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
893 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
894 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
895 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 807 * to have move_allow right now.
897 */ 808 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 810 update_now = 1;
811
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
901 } 814 }
815
902 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 818 * that is being removed.
905 */ 819 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 821 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
910 }
911 else { 824 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 826
915 if (update_now) { 827 if (update_now)
828 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 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); 830 update_position (op->map, op->x, op->y);
918 } 831 }
919 832
920 if(op->more!=NULL) 833 if (op->more != NULL)
921 update_object(op->more, action); 834 update_object (op->more, action);
922} 835}
923 836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852
853object::object ()
854{
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859}
860
861object::~object ()
862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
924 899
925/* 900/*
926 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 902 * 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. 903 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 905 * this function to succeed.
931 * 906 *
932 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 908 * inventory to the ground.
934 */ 909 */
935 910void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 911{
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)) { 912 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 913 return;
914
915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
916 remove_friendly_object (this);
917
918 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 remove ();
920
921 SET_FLAG (this, FLAG_FREED);
922
923 if (more)
959 } 924 {
960 if(ob->more!=NULL) { 925 more->destroy (destroy_inventory);
961 free_object2(ob->more, free_inventory); 926 more = 0;
962 ob->more=NULL; 927 }
928
929 if (inv)
963 } 930 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 932 * if some form of movement is allowed, let objects
967 * drop on that space. 933 * drop on that space.
968 */ 934 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 935 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)) 936 {
937 object *op = inv;
938
939 while (op)
971 { 940 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 941 object *tmp = op->below;
975 remove_ob(op); 942 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 943 op = tmp;
978 } 944 }
979 } 945 }
946 else
980 else { /* Put objects in inventory onto this space */ 947 { /* Put objects in inventory onto this space */
981 op=ob->inv; 948 object *op = inv;
949
982 while(op!=NULL) { 950 while (op)
951 {
983 tmp=op->below; 952 object *tmp = op->below;
953
984 remove_ob(op); 954 op->remove ();
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 955
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
987 free_object(op); 957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
988 else { 959 else
960 {
989 op->x=ob->x; 961 op->x = x;
990 op->y=ob->y; 962 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 964 }
965
993 op=tmp; 966 op = tmp;
994 } 967 }
995 } 968 }
996 } 969 }
970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
998
997 /* Remove object from the active list */ 999 /* Remove object from the active list */
998 ob->speed = 0; 1000 speed = 0;
999 update_ob_speed(ob); 1001 update_ob_speed (this);
1000 1002
1001 SET_FLAG(ob, FLAG_FREED); 1003 unlink ();
1002 ob->count = 0;
1003 1004
1004 /* Remove this object from the list of used objects */ 1005 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} 1006}
1077 1007
1078/* 1008/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
1081 */ 1011 */
1082 1012void
1083void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
1084 while (op != NULL) { 1015 while (op != NULL)
1016 {
1085 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1019
1088 op->carrying-=weight; 1020 op->carrying -= weight;
1089 op = op->env; 1021 op = op->env;
1090 } 1022 }
1091} 1023}
1092 1024
1093/* remove_ob(op): 1025/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1026 * 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 1027 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1030 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1100 */ 1032 */
1101 1033void
1102void remove_ob(object *op) { 1034object::remove ()
1035{
1103 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1104 object *otmp; 1037 object *otmp;
1105 tag_t tag; 1038
1106 int check_walk_off; 1039 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1040
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 1042 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1043
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); 1044 SET_FLAG (this, FLAG_REMOVED);
1131 1045
1046 if (more)
1047 more->remove ();
1048
1132 /* 1049 /*
1133 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1134 * inventory. 1051 * inventory.
1135 */ 1052 */
1136 if(op->env!=NULL) { 1053 if (env)
1054 {
1137 if(op->nrof) 1055 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1139 else 1057 else
1140 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1141 1059
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1062 * to save cpu time.
1145 */ 1063 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp); 1065 fix_player (otmp);
1149 1066
1150 if(op->above!=NULL) 1067 if (above != NULL)
1151 op->above->below=op->below; 1068 above->below = below;
1152 else 1069 else
1153 op->env->inv=op->below; 1070 env->inv = below;
1154 1071
1155 if(op->below!=NULL) 1072 if (below != NULL)
1156 op->below->above=op->above; 1073 below->above = above;
1157 1074
1158 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 }
1084 else if (map)
1085 {
1086 /* Re did the following section of code - it looks like it had
1087 * lots of logic for things we no longer care about
1088 */
1089
1090 /* link the object above us */
1091 if (above)
1092 above->below = below;
1093 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1161 */ 1104 */
1162 op->x=op->env->x,op->y=op->env->y; 1105 if (GET_MAP_OB (map, x, y) != this)
1163 op->ox=op->x,op->oy=op->y; 1106 {
1164 op->map=op->env->map; 1107 char *dump = dump_object (this);
1165 op->above=NULL,op->below=NULL; 1108 LOG (llevError,
1166 op->env=NULL; 1109 "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);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1167 return; 1123 return;
1168 }
1169 1124
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); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1226 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1227 * being removed. 1130 * being removed.
1228 */ 1131 */
1229 1132
1230 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1231 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1233 * appropriately. 1137 * appropriately.
1234 */ 1138 */
1235 if (tmp->container==op) { 1139 if (tmp->container == this)
1140 {
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1237 tmp->container=NULL; 1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1238 } 1146 }
1239 tmp->contr->socket.update_look=1; 1147
1240 }
1241 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1244 1152 {
1245 move_apply(tmp, op, NULL); 1153 move_apply (tmp, this, 0);
1154
1246 if (was_destroyed (op, tag)) { 1155 if (destroyed ())
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 } 1157 }
1250 }
1251 1158
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253 1160
1254 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1255 tmp->above = NULL; 1162 tmp->above = 0;
1163
1256 last=tmp; 1164 last = tmp;
1257 } 1165 }
1166
1258 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1259 if (last==NULL) { 1168 if (!last)
1169 {
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * 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 1172 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways. 1173 * be correct anyways.
1264 */ 1174 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1267 } 1177 }
1268 else 1178 else
1269 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1270 1180
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1272 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1273 1183 }
1274} 1184}
1275 1185
1276/* 1186/*
1277 * merge_ob(op,top): 1187 * merge_ob(op,top):
1278 * 1188 *
1279 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1190 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1193 */
1284 1194object *
1285object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1286 if(!op->nrof) 1197 if (!op->nrof)
1287 return 0; 1198 return 0;
1199
1288 if(top==NULL) 1200 if (top == NULL)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1290 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1291 if(top==op) 1205 if (top == op)
1292 continue; 1206 continue;
1293 if (CAN_MERGE(op,top)) 1207
1294 { 1208 if (object::can_merge (op, top))
1209 {
1295 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1214 op->destroy ();
1299 free_object(op);
1300 return top; 1215 return top;
1301 } 1216 }
1302 } 1217 }
1218
1303 return NULL; 1219 return 0;
1304} 1220}
1305 1221
1306/* 1222/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1309 */ 1225 */
1226object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1311 object* tmp; 1229 object *tmp;
1230
1312 if (op->head) 1231 if (op->head)
1313 op=op->head; 1232 op = op->head;
1233
1314 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1315 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1317 } 1238 }
1239
1318 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1319} 1241}
1320 1242
1321/* 1243/*
1322 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1337 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1261 * just 'op' otherwise
1340 */ 1262 */
1341 1263
1264object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1266{
1344 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1268 sint16 x, y;
1346 1269
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1348 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338
1339 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work
1342 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1344 x = op->x;
1345 y = op->y;
1346
1347 /* this has to be done after we translate the coordinates.
1348 */
1349 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 if (object::can_merge (op, tmp))
1352 {
1353 op->nrof += tmp->nrof;
1354 tmp->destroy ();
1355 }
1356
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1362
1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort ();
1369 }
1370
1371 op->above = originator;
1372 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op;
1381 }
1382 else
1383 {
1384 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1387 object *last = NULL;
1388
1389 /*
1390 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394 * floor, we want to insert above that and no further.
1395 * Also, if there are spell objects on this space, we stop processing
1396 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects.
1400 */
1401
1402 while (top != NULL)
1403 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top;
1406
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1408 {
1409 /* We insert above top, so we want this object below this */
1410 top = top->below;
1411 break;
1412 }
1413
1414 last = top;
1415 top = top->above;
1416 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420
1421 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result.
1424 */
1425
1426 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66
1428 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd.
1431 */
1432 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 {
1435 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1438 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we
1441 * set top to the object below us.
1442 */
1443 if (last && last->below && last != floor)
1444 top = last->below;
1445 }
1446 } /* If objects on this space */
1447
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1453
1454 /* Top is the object that our object (op) is going to get inserted above.
1455 */
1456
1457 /* First object on this space */
1458 if (!top)
1459 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op);
1467 }
1468 else
1469 { /* get inserted into the stack above top */
1470 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op;
1474
1475 op->below = top;
1476 top->above = op;
1477 }
1478
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482
1483 if (op->type == PLAYER)
1484 op->contr->do_los = 1;
1485
1486 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there.
1488 */
1489 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493
1494 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient.
1502 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y);
1505
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT);
1508
1509 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this.
1511 *
1512 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object().
1516 */
1517
1518 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1521 if (check_move_on (op, originator))
1349 return NULL; 1522 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 1523
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 1524 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1525 * walk on's.
1570 */ 1526 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1573 return NULL; 1529 return NULL;
1574 } 1530 }
1531
1575 return op; 1532 return op;
1576} 1533}
1577 1534
1578/* this function inserts an object in the map, but if it 1535/* 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. 1536 * 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. 1537 * op is the object to insert it under: supplies x and the map.
1581 */ 1538 */
1539void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1583 object *tmp; 1542 object *
1584 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1585 1546
1586 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1587 1548
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1590 remove_ob(tmp); 1551 tmp->destroy ();
1591 free_object(tmp);
1592 }
1593 }
1594 1552
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1554
1597 1555 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1558}
1601 1559
1602/* 1560/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * 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 1562 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1565 * global static errmsg array.
1608 */ 1566 */
1609 1567
1568object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1611 object *newob; 1571 object *newob;
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1573
1614 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1575 {
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1577 return NULL;
1618 } 1578 }
1579
1619 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1620 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1621 if ( ! is_removed) 1583 orig_ob->destroy (1);
1622 remove_ob(orig_ob);
1623 free_object2(orig_ob, 1);
1624 }
1625 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1626 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 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"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL; 1592 return NULL;
1633 } 1593 }
1634 } 1594 }
1595
1635 newob->nrof=nr; 1596 newob->nrof = nr;
1636 1597
1637 return newob; 1598 return newob;
1638} 1599}
1639 1600
1640/* 1601/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1644 * 1605 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1607 */
1647 1608
1609object *
1648object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1649{ 1611{
1650 object *tmp; 1612 object *tmp;
1651 player *pl; 1613 player *pl;
1652 1614
1653 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1616 return op;
1655 1617
1656 if (i > op->nrof) 1618 if (i > op->nrof)
1657 i = op->nrof; 1619 i = op->nrof;
1658 1620
1659 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1660 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1661 op->nrof -= i; 1670 op->nrof -= i;
1662 } 1671 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 } 1672 {
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); 1673 op->remove ();
1690 op->nrof = 0; 1674 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 } 1675 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699 1676
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 */ 1677 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1709 if (op->nrof) 1681 if (op->nrof)
1710 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1711 else 1683 else
1712 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1713 } 1685 }
1714 } 1686 }
1715 1687
1716 if (op->nrof) { 1688 if (op->nrof)
1717 return op; 1689 return op;
1718 } else { 1690 else
1719 free_object (op); 1691 {
1692 op->destroy ();
1720 return NULL; 1693 return NULL;
1721 } 1694 }
1722} 1695}
1723 1696
1724/* 1697/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1727 */ 1700 */
1728 1701
1702void
1729void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1730 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1731 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1709
1734 op->carrying+=weight; 1710 op->carrying += weight;
1735 op=op->env; 1711 op = op->env;
1736 } 1712 }
1737} 1713}
1738 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1739/* 1735/*
1740 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1741 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1742 * inside the object environment. 1738 * inside the object environment.
1743 * 1739 *
1744 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1745 * the inventory at the last position or next to other objects of the same
1746 * type.
1747 * Frank: Now sorted by type, archetype and magic!
1748 *
1749 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1751 */ 1742 */
1752 1743
1753object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1754 object *tmp, *otmp; 1747 object *tmp, *otmp;
1755 1748
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 dump_object(op); 1750 op->remove ();
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1759 return op;
1760 }
1761 if(where==NULL) {
1762 dump_object(op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1764 return op;
1765 }
1766 if (where->head) {
1767 LOG(llevDebug,
1768 "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head;
1770 }
1771 if (op->more) { 1752 if (op->more)
1753 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1755 return op;
1775 } 1756 }
1757
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1760 if (op->nrof)
1761 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1781 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1766 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1786 */ 1770 */
1787 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1790 op = tmp; 1774 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1777 break;
1794 } 1778 }
1795 1779
1796 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1782 * (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 1783 * the weight, so we need to add it in again, since we actually do
1800 * the linking below 1784 * the linking below
1801 */ 1785 */
1802 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1803 } else 1788 else
1804 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1805 1790
1806 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1807 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1794 fix_player (otmp);
1810 }
1811 1795
1812 op->map=NULL; 1796 op->map = NULL;
1813 op->env=where; 1797 op->env = this;
1814 op->above=NULL; 1798 op->above = NULL;
1815 op->below=NULL; 1799 op->below = NULL;
1816 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1801
1819 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1821 { 1804 {
1822#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1827 } 1810 }
1828 1811
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function... 1813 * It sure simplifies this function...
1831 */ 1814 */
1832 if (where->inv==NULL) 1815 if (!inv)
1833 where->inv=op; 1816 inv = op;
1834 else { 1817 else
1818 {
1835 op->below = where->inv; 1819 op->below = inv;
1836 op->below->above = op; 1820 op->below->above = op;
1837 where->inv = op; 1821 inv = op;
1838 } 1822 }
1823
1839 return op; 1824 return op;
1840} 1825}
1841 1826
1842/* 1827/*
1843 * Checks if any objects has a move_type that matches objects 1828 * 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 1843 * 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 1844 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1845 * on top.
1861 */ 1846 */
1862 1847
1848int
1863int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
1864{ 1850{
1865 object *tmp; 1851 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1852 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
1869 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
1870 1856
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1858 return 0;
1873 1859
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1860 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); 1861 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); 1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1863
1880 /* if nothing on this space will slow op down or be applied, 1864 /* 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 1865 * 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 1866 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1867 * as walking.
1884 */ 1868 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1870 return 0;
1887 1871
1888 /* This is basically inverse logic of that below - basically, 1872 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1873 * 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 1874 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1875 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1876 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1877 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; 1878 return 0;
1895 1879
1896 /* The objects have to be checked from top to bottom. 1880 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1881 * Hence, we first go to the top:
1898 */ 1882 */
1899 1883
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1884 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) { 1885 {
1902 /* Trim the search when we find the first other spell effect 1886 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1887 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1888 * we don't need to check all of them.
1905 */ 1889 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1907 } 1895 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1896 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1897 continue; /* Can't apply yourself */
1910 1898
1911 /* Check to see if one of the movement types should be slowed down. 1899 /* 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 1900 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1901 * (~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 1902 * 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. 1903 * swim on that space, can't use it to avoid the penalty.
1916 */ 1904 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1907 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)) { 1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1921 1910
1922 float diff; 1911 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1925 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1915 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))) { 1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 1917 diff /= 4.0;
1929 } 1918
1930 }
1931 op->speed_left -= diff; 1919 op->speed_left -= diff;
1932 } 1920 }
1933 } 1921 }
1934 1922
1935 /* Basically same logic as above, except now for actual apply. */ 1923 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1924 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)) { 1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 1926 {
1940 move_apply(tmp, op, originator); 1927 move_apply (tmp, op, originator);
1928
1941 if (was_destroyed (op, tag)) 1929 if (op->destroyed ())
1942 return 1; 1930 return 1;
1943 1931
1944 /* what the person/creature stepped onto has moved the object 1932 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 1933 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 1934 * have a feeling strange problems would result.
1947 */ 1935 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1949 } 1938 }
1950 } 1939 }
1940
1951 return 0; 1941 return 0;
1952} 1942}
1953 1943
1954/* 1944/*
1955 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
1958 */ 1948 */
1959 1949
1950object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
1961 object *tmp; 1953 object *
1954 tmp;
1955
1962 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 1959 return NULL;
1965 } 1960 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1967 if(tmp->arch == at) 1962 if (tmp->arch == at)
1968 return tmp; 1963 return tmp;
1969 return NULL; 1964 return NULL;
1970} 1965}
1971 1966
1972/* 1967/*
1973 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
1976 */ 1971 */
1977 1972
1973object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
1979 object *tmp; 1976 object *
1977 tmp;
1978
1980 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
1981 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1982 return NULL;
1983 } 1983 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if(tmp->type==type) 1985 if (tmp->type == type)
1986 return tmp; 1986 return tmp;
1987 return NULL; 1987 return NULL;
1988} 1988}
1989 1989
1990/* 1990/*
1991 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1994 */ 1994 */
1995 1995
1996object *
1996object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
1997 object *tmp; 1999 object *
2000 tmp;
2001
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 2003 if (tmp->type == type)
2000 return tmp; 2004 return tmp;
2001 return NULL; 2005 return NULL;
2002} 2006}
2003 2007
2004/* 2008/*
2014 * the object name, not the archetype name. this is so that the 2018 * 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 2019 * spell code can use one object type (force), but change it's name
2016 * to be unique. 2020 * to be unique.
2017 */ 2021 */
2018 2022
2023object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
2020 object *tmp; 2026 object *
2027 tmp;
2021 2028
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 2032 return tmp;
2025 } 2033 }
2026 return NULL; 2034 return NULL;
2027} 2035}
2028 2036
2029/* 2037/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
2033 */ 2041 */
2034 2042
2043object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
2036 object *tmp; 2046 object *
2047 tmp;
2048
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 2050 if (tmp->arch == at)
2039 return tmp; 2051 return tmp;
2040 return NULL; 2052 return NULL;
2041} 2053}
2042 2054
2043/* 2055/*
2044 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
2045 */ 2057 */
2058void
2046void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
2047 object *tmp; 2061 object *
2062 tmp;
2063
2048 if(op->inv) 2064 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
2050 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
2052 } 2069 }
2053}/* 2070} /*
2054 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
2055 */ 2072 */
2073void
2056void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
2057 object *tmp; 2076 object *
2077 tmp;
2078
2058 if(op->inv) 2079 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
2060 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
2062 } 2084 }
2063} 2085}
2064 2086
2065/* 2087/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for 2090 * 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. 2091 * him/her-self and all object carried by a call to this function.
2070 */ 2092 */
2071 2093
2094void
2072void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
2075} 2099}
2076 2100
2077/* 2101/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * 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 2103 * 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 2118 * 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 2119 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2120 * customized, changed states, etc.
2097 */ 2121 */
2098 2122
2123int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
2100 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
2101 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
2102 2131
2103 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2105 if(!flag) 2135 if (!flag)
2106 altern[index++]=i; 2136 altern[index++] = i;
2107 2137
2108 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* 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. 2139 * 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 - 2140 * 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 2141 * 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 2142 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2115 */ 2145 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 2147 stop = maxfree[i];
2118 } 2148 }
2119 if(!index) return -1; 2149 if (!index)
2150 return -1;
2120 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2121} 2152}
2122 2153
2123/* 2154/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 2157 * 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. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 2159 */
2129 2160
2161int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2131 int i; 2165 i;
2166
2132 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 2170 return i;
2135 } 2171 }
2136 return -1; 2172 return -1;
2137} 2173}
2138 2174
2139/* 2175/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2142 */ 2178 */
2179static void
2143static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2144{ 2181{
2145 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2146 2187
2147 len = end-begin; 2188 len = end - begin;
2148 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2149 { 2190 {
2150 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2151 2192
2152 tmp = arr[i]; 2193 tmp = arr[i];
2153 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2154 arr[j] = tmp; 2195 arr[j] = tmp;
2155 } 2196 }
2156} 2197}
2157 2198
2158/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2200 * 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 2201 * 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 2202 * 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 2203 * 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. 2204 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2205 */
2206void
2165void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2166{ 2208{
2209 int
2167 int i; 2210 i;
2168 2211
2169 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2170 { 2213 {
2171 search_arr[i] = i; 2214 search_arr[i] = i;
2172 } 2215 }
2173 2216
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2220}
2178 2221
2179/* 2222/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2187 * is actually want is going to try and move there. We need this info 2230 * 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 2231 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2232 * there is capable of.
2190 */ 2233 */
2191 2234
2235int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2193 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2194 sint16 nx, ny; 2242 sint16 nx, ny;
2195 object *tmp; 2243 object *
2196 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2197 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2198 2249
2199 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2200 exclude = exclude->head; 2252 exclude = exclude->head;
2201 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2202 } else { 2254 }
2255 else
2256 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2205 } 2262 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2263 mp = m;
2209 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2211 2266
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2213 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2214 max = maxfree[i]; 2270 max = maxfree[i];
2271 }
2215 } else { 2272 else
2273 {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2217 2275
2218 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2277 {
2219 max=maxfree[i]; 2278 max = maxfree[i];
2279 }
2220 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2224 break; 2286 break;
2225 } 2287 }
2226 } 2288 }
2227 if(tmp) { 2289 if (tmp)
2290 {
2228 return freedir[i]; 2291 return freedir[i];
2229 } 2292 }
2230 } 2293 }
2231 } 2294 }
2232 } 2295 }
2233 return 0; 2296 return 0;
2234} 2297}
2235 2298
2236/* 2299/*
2237 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2301 * distance between the two given objects.
2239 */ 2302 */
2240 2303
2304int
2241int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2242 int i; 2307 int
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2245 return i; 2311 return i;
2246} 2312}
2247 2313
2248/* 2314/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * 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 2316 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2252 */ 2318 */
2253 2319
2320int
2254int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2255 int q; 2323 int
2324 q;
2256 2325
2257 if(y) 2326 if (y)
2258 q=x*100/y; 2327 q = x * 100 / y;
2259 else if (x) 2328 else if (x)
2260 q= -300*x; 2329 q = -300 * x;
2261 else 2330 else
2262 return 0; 2331 return 0;
2263 2332
2264 if(y>0) { 2333 if (y > 0)
2334 {
2265 if(q < -242) 2335 if (q < -242)
2266 return 3 ; 2336 return 3;
2267 if (q < -41) 2337 if (q < -41)
2268 return 2 ; 2338 return 2;
2269 if (q < 41) 2339 if (q < 41)
2270 return 1 ; 2340 return 1;
2271 if (q < 242) 2341 if (q < 242)
2272 return 8 ; 2342 return 8;
2273 return 7 ; 2343 return 7;
2274 } 2344 }
2275 2345
2276 if (q < -242) 2346 if (q < -242)
2277 return 7 ; 2347 return 7;
2278 if (q < -41) 2348 if (q < -41)
2279 return 6 ; 2349 return 6;
2280 if (q < 41) 2350 if (q < 41)
2281 return 5 ; 2351 return 5;
2282 if (q < 242) 2352 if (q < 242)
2283 return 4 ; 2353 return 4;
2284 2354
2285 return 3 ; 2355 return 3;
2286} 2356}
2287 2357
2288/* 2358/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2292 */ 2362 */
2293 2363
2364int
2294int absdir(int d) { 2365absdir (int d)
2295 while(d<1) d+=8; 2366{
2296 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2297 return d; 2371 return d;
2298} 2372}
2299 2373
2300/* 2374/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2377 */
2304 2378
2379int
2305int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2306 int d; 2382 int
2383 d;
2384
2307 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2308 if(d>4) 2386 if (d > 4)
2309 d = 8 - d; 2387 d = 8 - d;
2310 return d; 2388 return d;
2311} 2389}
2312 2390
2313/* peterm: 2391/* peterm:
2318 * direction 4, 14, or 16 to get back to where we are. 2396 * 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 2397 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2398 * functions.
2321 */ 2399 */
2322 2400
2401int
2323int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2373 2453
2374/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2457 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2379 */ 2459 */
2380
2381 2460
2461
2462int
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2383 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2384 int mflags; 2467 mflags;
2385 2468
2469 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2387 2471
2388 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2390 2474
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2476
2393 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2480 * 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 2481 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2482 * at least its move type.
2399 */ 2483 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2401 2486
2402 /* yes, can see. */ 2487 /* yes, can see. */
2403 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 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} 2492}
2408 2493
2409 2494
2410 2495
2411/* 2496/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2497 * 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 2498 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2415 * 2500 *
2417 * core dumps if they do. 2502 * core dumps if they do.
2418 * 2503 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2505 */
2421 2506
2507int
2422int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !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} 2513}
2428 2514
2429 2515
2430/* 2516/*
2431 * create clone from object to another 2517 * create clone from object to another
2432 */ 2518 */
2519object *
2433object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2435 2523
2436 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2437 src = asrc; 2527 src = asrc;
2438 if(src->head) 2528 if (src->head)
2439 src = src->head; 2529 src = src->head;
2440 2530
2441 prev = NULL; 2531 prev = 0;
2442 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2443 tmp = get_object(); 2533 {
2444 copy_object(part,tmp); 2534 tmp = part->clone ();
2445 tmp->x -= src->x; 2535 tmp->x -= src->x;
2446 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2447 if(!part->head) { 2538 if (!part->head)
2539 {
2448 dst = tmp; 2540 dst = tmp;
2449 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2450 } else { 2543 else
2544 {
2451 tmp->head = dst; 2545 tmp->head = dst;
2452 } 2546 }
2547
2453 tmp->more = NULL; 2548 tmp->more = 0;
2549
2454 if(prev) 2550 if (prev)
2455 prev->more = tmp; 2551 prev->more = tmp;
2552
2456 prev = tmp; 2553 prev = tmp;
2457 } 2554 }
2458 /*** copy inventory ***/ 2555
2459 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2461 }
2462 2558
2463 return dst; 2559 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} 2560}
2473 2561
2474/* GROS - Creates an object using a string representing its content. */ 2562/* 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 */ 2563/* 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, */ 2564/* 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. */ 2565/* 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. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2479/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2480 2568
2569object *
2481object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2482{ 2571{
2483 object *op; 2572 object *op;
2484 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2576
2487 FILE *tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2488 if (tempfile == NULL) 2579 if (tempfile == NULL)
2489 { 2580 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2582 return NULL;
2492 }; 2583 }
2584
2493 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2586 fclose (tempfile);
2495 2587
2496 op=get_object(); 2588 op = object::create ();
2497 2589
2498 object_thawer thawer (filename); 2590 object_thawer thawer (filename);
2591
2499 if (thawer) 2592 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2593 load_object (thawer, op, 0);
2594
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2597
2504 return op; 2598 return op;
2505} 2599}
2506 2600
2507/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2602 * has the same type and subtype match.
2509 * returns NULL if no match. 2603 * returns NULL if no match.
2510 */ 2604 */
2605object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2607{
2513 object *tmp; 2608 object *tmp;
2514 2609
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2517 2613
2518 return NULL; 2614 return NULL;
2519} 2615}
2520 2616
2521/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL. 2618 * otherwise return NULL.
2523 * 2619 *
2524 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing. 2621 * do the desired thing.
2526 */ 2622 */
2623key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2528 key_value * link; 2626 key_value *link;
2529 2627
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2531 if (link->key == key) { 2629 if (link->key == key)
2532 return link; 2630 return link;
2533 } 2631
2534 }
2535
2536 return NULL; 2632 return NULL;
2537} 2633}
2538 2634
2539/* 2635/*
2540 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2541 * 2637 *
2542 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2543 * 2639 *
2544 * The returned string is shared. 2640 * The returned string is shared.
2545 */ 2641 */
2642const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2547 key_value * link; 2645 key_value *link;
2548 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2549 2649 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2654 */
2558 return NULL; 2655 return 0;
2559 } 2656 }
2560 2657
2561 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2563 */ 2660 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2566 return link->value; 2663 return link->value;
2567 } 2664
2568 } 2665 return 0;
2569 return NULL;
2570} 2666}
2571 2667
2572 2668
2573/* 2669/*
2574 * Updates the canonical_key in op to value. 2670 * 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 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys. 2675 * keys.
2580 * 2676 *
2581 * Returns TRUE on success. 2677 * Returns TRUE on success.
2582 */ 2678 */
2679int
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2584 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2585 2684
2586 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2587 if (field->key != canonical_key) { 2687 if (field->key != canonical_key)
2688 {
2588 last = field; 2689 last = field;
2589 continue; 2690 continue;
2590 } 2691 }
2591 2692
2592 if (value) 2693 if (value)
2593 field->value = value; 2694 field->value = value;
2594 else { 2695 else
2696 {
2595 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2700 * we get this value back again.
2599 */ 2701 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2602 else 2708 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2709 op->key_values = field->next;
2606 2710
2607 delete field; 2711 delete field;
2608 } 2712 }
2609 } 2713 }
2610 return TRUE; 2714 return TRUE;
2611 } 2715 }
2612 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2613 2717
2614 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2615 2721 {
2616 if (!add_key) {
2617 return FALSE; 2722 return FALSE;
2618 } 2723 }
2619 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2623 * should pass in "" 2728 * should pass in ""
2624 */ 2729 */
2625 if (value == NULL) return TRUE; 2730 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; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2636} 2742}
2637 2743
2638/* 2744/*
2639 * Updates the key in op to value. 2745 * Updates the key in op to value.
2640 * 2746 *
2642 * and not add new ones. 2748 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2644 * 2750 *
2645 * Returns TRUE on success. 2751 * Returns TRUE on success.
2646 */ 2752 */
2753int
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2648{ 2755{
2649 shstr key_ (key); 2756 shstr key_ (key);
2757
2650 return set_ob_key_value_s (op, key_, value, add_key); 2758 return set_ob_key_value_s (op, key_, value, add_key);
2651} 2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2772 {
2773 item = item->below;
2774
2775 while (item->inv)
2776 item = item->inv;
2777 }
2778 else
2779 item = item->env;
2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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